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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "UICustom/ImageFlashEffect"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" {}
- _LightTex ("Light Texture", 2D) = "white" {}
- _LightColor("Light Color",Color) = (1,1,1,1)
- _LightPower("Light Power",Range(0,5)) = 1
- _LightScale("Light Scale" , Range(0.5,5)) = 1
- _LightAngle("Light Angle",Range(-180,180)) = 1
- //每次持续时间,受Angle和Scale影响
- _LightDuration("Light Duration",Range(0,10)) = 1
- //时间间隔,受Angle和Scale影响
- _LightInterval("Light Interval",Range(0,20)) = 3
- //非线性,受Angle和Scale影响
- _LightOffSetX("Light OffSet ",Range(-10,10)) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Offset -1, -1
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater 0.1
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float2 lightuv : TEXCOORD1;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _LightTex ;
- float4 _LightTex_ST;
- half _LightInterval ;
- half _LightDuration ;
- half4 _LightColor ;
- half _LightPower ;
- half _LightAngle ;
-
- half _LightScale ;
- half _LightOffSetX ;
- half _LightOffSetY ;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
-
- fixed currentTimePassed = fmod(_Time.y,_LightInterval);
- //uv offset, Sprite wrap mode need "Clamp"
- fixed offsetX = currentTimePassed / _LightDuration;
- fixed offsetY = currentTimePassed / _LightDuration;
- //fixed offsetX = _LightDuration;
- //fixed offsetY = _LightDuration;
- float angleInRad = 0.0174444 * _LightAngle;
- float sinInRad = sin(angleInRad);
- float cosInRad = cos(angleInRad);
- float2 offset ;
- offset.x = offsetX ;
- offset.y = offsetY ;
- float2 base = v.uv ;
- base.x -= _LightOffSetX ;
- base.y -= _LightOffSetX ;
- base = base / _LightScale ;
- float2 base2 = v.uv;
- base2.x = base.x * cosInRad - base.y * sinInRad ;
- base2.y = base.y * cosInRad + base.x * sinInRad ;
- o.lightuv = base2 + offset ;
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.lightuv = TRANSFORM_TEX(o.lightuv, _LightTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 mainCol = tex2D(_MainTex, i.uv);
- fixed4 lightCol = tex2D(_LightTex, i.lightuv);
- lightCol *= _LightColor ;
- //need blend
- //lightCol.rgb *= mainCol.rgb ;
- fixed4 fininalCol ;
- fininalCol.rgb = mainCol.rgb + lightCol.rgb * _LightPower;
- fininalCol.a = mainCol.a * lightCol.a ;
- return fininalCol ;
- }
- ENDCG
- }
- }
- }
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