MyUIEffect.shader 4.8 KB

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  1. Shader "MyUIEffect/CommonEffects"
  2. {Properties {
  3. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  4. _Color("Tint", Color) = (1, 1, 1, 1)
  5. [MaterialToggle] PixelSnap("Pixel snap", float) = 0
  6. /* Flowlight */
  7. _FlowlightColor("Flowlight Color", Color) = (1, 0, 0, 1)
  8. _Lengthlitandlar("LangthofLittle and Large", range(0,0.5)) = 0.005
  9. _MoveSpeed("MoveSpeed", float) = 5
  10. _Power("Power", float) = 1
  11. _LargeWidth("LargeWidth", range(0,0.005)) = 0.0035
  12. _LittleWidth("LittleWidth", range(0,0.001)) = 0.002
  13. _SkewRadio("SkewRadio", Range(0, 1)) = 0.2//倾斜度,0-1
  14. _MoveTime("MoveTime", float) = 0//控制扫光显示的位置,0-1
  15. /* --------- */
  16. _WidthRate("WidthRate",float) = 0
  17. _XOffset("XOffset",float) = 0
  18. _HeightRate("HeightRate",float) = 0
  19. _YOffset("YOffset",float) = 0
  20. /* UI */
  21. _StencilComp("Stencil Comparison", Float) = 8
  22. _Stencil("Stencil ID", Float) = 0
  23. _StencilOp("Stencil Operation", Float) = 0
  24. _StencilWriteMask("Stencil Write Mask", Float) = 255
  25. _StencilReadMask("Stencil Read Mask", Float) = 255
  26. _ColorMask("Color Mask", Float) = 15
  27. /* -- */
  28. }
  29. SubShader {
  30. Tags {
  31. "Queue" = "Transparent"
  32. "IgnoreProjector" = "True"
  33. "RenderType" = "Transparent"
  34. "PreviewType" = "Plane"
  35. "CanUseSpriteAtlas" = "True"
  36. }
  37. Cull Off
  38. Lighting Off
  39. ZWrite Off
  40. Blend One OneMinusSrcAlpha
  41. ColorMask[_ColorMask]
  42. /* UI */
  43. Stencil{
  44. Ref[_Stencil]
  45. Comp[_StencilComp]
  46. Pass[_StencilOp]
  47. ReadMask[_StencilReadMask]
  48. WriteMask[_StencilWriteMask]
  49. }
  50. /* -- */
  51. Pass {
  52. CGPROGRAM
  53. #pragma vertex vert
  54. #pragma fragment frag
  55. #pragma multi_compile _ PIXELSNAP_ON
  56. #include "UnityCG.cginc"
  57. struct appdata_t {
  58. float4 vertex : POSITION;
  59. float4 color : COLOR;
  60. float2 texcoord : TEXCOORD0;
  61. };
  62. struct v2f {
  63. float4 vertex : SV_POSITION;
  64. fixed4 color : COLOR;
  65. half2 texcoord : TEXCOORD0;
  66. float4 worldPosition: TEXCOORD1;
  67. };
  68. fixed4 _Color;
  69. /* Flowlight */
  70. float _Power;
  71. float _LargeWidth;
  72. float _LittleWidth;
  73. float _Lengthlitandlar;
  74. float _MoveSpeed;
  75. float _SkewRadio;
  76. float _MoveTime;
  77. fixed4 _FlowlightColor;
  78. /* --------- */
  79. float _UVPosX;
  80. v2f vert(appdata_t IN) {
  81. v2f OUT;
  82. OUT.worldPosition = IN.vertex;
  83. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  84. OUT.texcoord = IN.texcoord;
  85. OUT.color = IN.color * _Color;
  86. #ifdef PIXELSNAP_ON
  87. OUT.vertex = UnityPixelSnap(OUT.vertex);
  88. #endif
  89. return OUT;
  90. }
  91. sampler2D _MainTex;
  92. float4 _MainTex_ST;
  93. float _WidthRate;
  94. float _XOffset;
  95. float _HeightRate;
  96. float _YOffset;
  97. bool _UseClipRect;
  98. float4 _ClipRect;
  99. float _ClipSoftX;
  100. float _ClipSoftY;
  101. fixed4 frag(v2f IN) : SV_Target {
  102. fixed4 c = tex2D(_MainTex, IN.texcoord);
  103. //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
  104. if (c.a == 1){
  105. /*使用裁剪*/
  106. if (_UseClipRect)
  107. {
  108. float2 factor = float2(0.0, 0.0);
  109. float2 tempXY = (IN.worldPosition.xy - _ClipRect.xy) / float2(_ClipSoftX, _ClipSoftY)*step(_ClipRect.xy, IN.worldPosition.xy);
  110. factor = max(factor, tempXY);
  111. float2 tempZW = (_ClipRect.zw - IN.worldPosition.xy) / float2(_ClipSoftX, _ClipSoftY)*step(IN.worldPosition.xy, _ClipRect.zw);
  112. factor = min(factor, tempZW);
  113. c.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
  114. }
  115. /* --------- */
  116. /* Flowlight */
  117. //计算流动的标准uvX从-0.5到1.5范围
  118. _MoveSpeed = (_Time.x * 1000.0 % 255.0) / 255.0;
  119. _UVPosX = _XOffset + (fmod(_MoveTime*_MoveSpeed, 1) * 2 - 0.5)* _WidthRate;
  120. //标准uvX倾斜
  121. _UVPosX += (IN.texcoord.y - _HeightRate*0.5- _YOffset)*_SkewRadio;
  122. //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
  123. float lar = pow(1 - _LargeWidth*_WidthRate, 2);
  124. float lit = pow(1 - _LittleWidth*_WidthRate, 2);
  125. //第一道流光,可以累加任意条,如下
  126. fixed4 cadd = _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - IN.texcoord.x,2))) - lar)*_Power /(1-lar);
  127. cadd += _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - _Lengthlitandlar*_WidthRate - IN.texcoord.x, 2))) - lit)*_Power/ (1-lit);
  128. cadd.rgb *= cadd.a;
  129. //c.rgb += cadd.rgb;
  130. c.r = (_SinTime.z * 255.0 % 255.0) / 250.0;
  131. c.g = (_SinTime.z * 255.0 % 255.0) / 250.0;
  132. c.b = (_CosTime.z * 255.0 % 255.0) / 250.0;
  133. /* --------- */
  134. }
  135. c.rgb *= c.a;
  136. return c;
  137. }
  138. ENDCG
  139. }
  140. }
  141. }