Shader "MyUIEffect/CommonEffects" {Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1, 1, 1, 1) [MaterialToggle] PixelSnap("Pixel snap", float) = 0 /* Flowlight */ _FlowlightColor("Flowlight Color", Color) = (1, 0, 0, 1) _Lengthlitandlar("LangthofLittle and Large", range(0,0.5)) = 0.005 _MoveSpeed("MoveSpeed", float) = 5 _Power("Power", float) = 1 _LargeWidth("LargeWidth", range(0,0.005)) = 0.0035 _LittleWidth("LittleWidth", range(0,0.001)) = 0.002 _SkewRadio("SkewRadio", Range(0, 1)) = 0.2//倾斜度,0-1 _MoveTime("MoveTime", float) = 0//控制扫光显示的位置,0-1 /* --------- */ _WidthRate("WidthRate",float) = 0 _XOffset("XOffset",float) = 0 _HeightRate("HeightRate",float) = 0 _YOffset("YOffset",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 _ColorMask("Color Mask", Float) = 15 /* -- */ } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha ColorMask[_ColorMask] /* 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; float4 worldPosition: TEXCOORD1; }; fixed4 _Color; /* Flowlight */ float _Power; float _LargeWidth; float _LittleWidth; float _Lengthlitandlar; float _MoveSpeed; float _SkewRadio; float _MoveTime; fixed4 _FlowlightColor; /* --------- */ float _UVPosX; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; float4 _MainTex_ST; float _WidthRate; float _XOffset; float _HeightRate; float _YOffset; bool _UseClipRect; float4 _ClipRect; float _ClipSoftX; float _ClipSoftY; fixed4 frag(v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord); //这里加了个判断,是否有半透明。当然可以根据自己的需要,通过半透明度去计算最终的结果达到目的 if (c.a == 1){ /*使用裁剪*/ if (_UseClipRect) { float2 factor = float2(0.0, 0.0); float2 tempXY = (IN.worldPosition.xy - _ClipRect.xy) / float2(_ClipSoftX, _ClipSoftY)*step(_ClipRect.xy, IN.worldPosition.xy); factor = max(factor, tempXY); float2 tempZW = (_ClipRect.zw - IN.worldPosition.xy) / float2(_ClipSoftX, _ClipSoftY)*step(IN.worldPosition.xy, _ClipRect.zw); factor = min(factor, tempZW); c.a *= clamp(min(factor.x, factor.y), 0.0, 1.0); } /* --------- */ /* Flowlight */ //计算流动的标准uvX从-0.5到1.5范围 _MoveSpeed = (_Time.x * 1000.0 % 255.0) / 255.0; _UVPosX = _XOffset + (fmod(_MoveTime*_MoveSpeed, 1) * 2 - 0.5)* _WidthRate; //标准uvX倾斜 _UVPosX += (IN.texcoord.y - _HeightRate*0.5- _YOffset)*_SkewRadio; //以下是计算流光在区域内的强度,根据到标准点的距离的来确定强度,为了使变化更柔和非线性,使用距离平方或者sin函数也可以 float lar = pow(1 - _LargeWidth*_WidthRate, 2); float lit = pow(1 - _LittleWidth*_WidthRate, 2); //第一道流光,可以累加任意条,如下 fixed4 cadd = _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - IN.texcoord.x,2))) - lar)*_Power /(1-lar); cadd += _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - _Lengthlitandlar*_WidthRate - IN.texcoord.x, 2))) - lit)*_Power/ (1-lit); cadd.rgb *= cadd.a; //c.rgb += cadd.rgb; c.r = (_SinTime.z * 255.0 % 255.0) / 250.0; c.g = (_SinTime.z * 255.0 % 255.0) / 250.0; c.b = (_CosTime.z * 255.0 % 255.0) / 250.0; /* --------- */ } c.rgb *= c.a; return c; } ENDCG } } }