這篇文章給大家分享的是有關(guān)unity中如何實(shí)現(xiàn)UGUI遮罩流光特效的內(nèi)容。小編覺(jué)得挺實(shí)用的,因此分享給大家做個(gè)參考,一起跟隨小編過(guò)來(lái)看看吧。
發(fā)展壯大離不開廣大客戶長(zhǎng)期以來(lái)的信賴與支持,我們將始終秉承“誠(chéng)信為本、服務(wù)至上”的服務(wù)理念,堅(jiān)持“二合一”的優(yōu)良服務(wù)模式,真誠(chéng)服務(wù)每家企業(yè),認(rèn)真做好每個(gè)細(xì)節(jié),不斷完善自我,成就企業(yè),實(shí)現(xiàn)共贏。行業(yè)涉及成都工商代辦等,在網(wǎng)站建設(shè)公司、成都全網(wǎng)營(yíng)銷、WAP手機(jī)網(wǎng)站、VI設(shè)計(jì)、軟件開發(fā)等項(xiàng)目上具有豐富的設(shè)計(jì)經(jīng)驗(yàn)。
下面是核心shader:
Shader "UI/Unlit/Flowlight"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle] _OffSet("OffSet", float) = 0
[MaterialToggle] PixelSnap("Pixel snap", float) = 0
/* Flowlight */
_FlowlightMaskTex("Mask Texture", 2D) = "white" {}
_FlowlightTex("Add Move Texture", 2D) = "white" {}
_FlowlightColor("Flowlight Color", Color) = (0, 0, 0, 1)
_Power("Power", float) = 1
_SpeedX("SpeedX", float) = 1
_SpeedY("SpeedY", float) = 0
/* --------- */
/* UI */
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
/* -- */
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
/* UI */
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
/* -- */
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
/* Flowlight */
half2 texflowlight : TEXCOORD1;
/* --------- */
};
fixed4 _Color;
/* Flowlight */
fixed4 _FlowlightColor;
float _Power;
sampler2D _FlowlightTex;
fixed4 _FlowlightTex_ST;
sampler2D _FlowlightMaskTex;
fixed4 _FlowlightMaskTex_ST;
fixed _SpeedX;
fixed _SpeedY;
fixed x = 0;
float _OffSet;
/* --------- */
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
/* Flowlight */
OUT.texflowlight = TRANSFORM_TEX(IN.texcoord, _FlowlightTex);
OUT.texflowlight.x += _Time * _SpeedX;
OUT.texflowlight.y += _Time * _SpeedY;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord)*IN.color;
fixed4 cmask = tex2D(_FlowlightMaskTex, IN.texcoord);
if (cmask.a != 0)
{
/* Flowlight */
fixed4 cadd = tex2D(_FlowlightTex, IN.texflowlight) * _Power;
cadd.rgb *= c.rgb;
c.rgb += cadd.rgb;
}
c.rgb *= c.a;
/* --------- */
return c;
}
ENDCG
}
}
}
感謝各位的閱讀!關(guān)于“unity中如何實(shí)現(xiàn)UGUI遮罩流光特效”這篇文章就分享到這里了,希望以上內(nèi)容可以對(duì)大家有一定的幫助,讓大家可以學(xué)到更多知識(shí),如果覺(jué)得文章不錯(cuò),可以把它分享出去讓更多的人看到吧!