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- Shader "UI/Unlit/Flowlight_"
- {
- 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
- /* --------- */
- _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;
- 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);
- /*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
- _UVPosX = _XOffset +(fmod(_Time.x* _MoveSpeed, 1) * 2 -0.5)* _WidthRate;
- //标准uvX倾斜
- _UVPosX += (IN.texcoord.y- _HeightRate*0.5- _YOffset)*0.2;
- //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);
- c.rgb += cadd.rgb;
- c.rgb *= c.a;
- /* --------- */
- return c;
- }
- ENDCG
- }
- }
- }
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