TimeEffect_shader.shader 2.9 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "UICustom/ImageFlashEffect"
  3. {
  4. Properties
  5. {
  6. _MainTex ("Main Texture", 2D) = "white" {}
  7. _LightTex ("Light Texture", 2D) = "white" {}
  8. _LightColor("Light Color",Color) = (1,1,1,1)
  9. _LightPower("Light Power",Range(0,5)) = 1
  10. _LightScale("Light Scale" , Range(0.5,5)) = 1
  11. _LightAngle("Light Angle",Range(-180,180)) = 1
  12. //每次持续时间,受Angle和Scale影响
  13. _LightDuration("Light Duration",Range(0,10)) = 1
  14. //时间间隔,受Angle和Scale影响
  15. _LightInterval("Light Interval",Range(0,20)) = 3
  16. //非线性,受Angle和Scale影响
  17. _LightOffSetX("Light OffSet ",Range(-10,10)) = 0
  18. }
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "Queue"="Transparent"
  24. "IgnoreProjector"="True"
  25. "RenderType"="Transparent"
  26. }
  27. Cull Off
  28. Lighting Off
  29. ZWrite Off
  30. Fog { Mode Off }
  31. Offset -1, -1
  32. Blend SrcAlpha OneMinusSrcAlpha
  33. AlphaTest Greater 0.1
  34. Pass
  35. {
  36. CGPROGRAM
  37. #pragma vertex vert
  38. #pragma fragment frag
  39. #include "UnityCG.cginc"
  40. struct appdata
  41. {
  42. float4 vertex : POSITION;
  43. float2 uv : TEXCOORD0;
  44. };
  45. struct v2f
  46. {
  47. float2 uv : TEXCOORD0;
  48. float4 vertex : SV_POSITION;
  49. float2 lightuv : TEXCOORD1;
  50. };
  51. sampler2D _MainTex;
  52. float4 _MainTex_ST;
  53. sampler2D _LightTex ;
  54. float4 _LightTex_ST;
  55. half _LightInterval ;
  56. half _LightDuration ;
  57. half4 _LightColor ;
  58. half _LightPower ;
  59. half _LightAngle ;
  60. half _LightScale ;
  61. half _LightOffSetX ;
  62. half _LightOffSetY ;
  63. v2f vert (appdata v)
  64. {
  65. v2f o;
  66. o.vertex = UnityObjectToClipPos(v.vertex);
  67. fixed currentTimePassed = fmod(_Time.y,_LightInterval);
  68. //uv offset, Sprite wrap mode need "Clamp"
  69. fixed offsetX = currentTimePassed / _LightDuration;
  70. fixed offsetY = currentTimePassed / _LightDuration;
  71. //fixed offsetX = _LightDuration;
  72. //fixed offsetY = _LightDuration;
  73. float angleInRad = 0.0174444 * _LightAngle;
  74. float sinInRad = sin(angleInRad);
  75. float cosInRad = cos(angleInRad);
  76. float2 offset ;
  77. offset.x = offsetX ;
  78. offset.y = offsetY ;
  79. float2 base = v.uv ;
  80. base.x -= _LightOffSetX ;
  81. base.y -= _LightOffSetX ;
  82. base = base / _LightScale ;
  83. float2 base2 = v.uv;
  84. base2.x = base.x * cosInRad - base.y * sinInRad ;
  85. base2.y = base.y * cosInRad + base.x * sinInRad ;
  86. o.lightuv = base2 + offset ;
  87. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  88. o.lightuv = TRANSFORM_TEX(o.lightuv, _LightTex);
  89. return o;
  90. }
  91. fixed4 frag (v2f i) : SV_Target
  92. {
  93. fixed4 mainCol = tex2D(_MainTex, i.uv);
  94. fixed4 lightCol = tex2D(_LightTex, i.lightuv);
  95. lightCol *= _LightColor ;
  96. //need blend
  97. //lightCol.rgb *= mainCol.rgb ;
  98. fixed4 fininalCol ;
  99. fininalCol.rgb = mainCol.rgb + lightCol.rgb * _LightPower;
  100. fininalCol.a = mainCol.a * lightCol.a ;
  101. return fininalCol ;
  102. }
  103. ENDCG
  104. }
  105. }
  106. }