Unity shader實(shí)現(xiàn)百葉窗特效
本文實(shí)例為大家分享了Unity shader百葉窗展示的具體代碼,供大家參考,具體內(nèi)容如下
1.將圖片劃分為水平N欄,代碼如下:
Shader "Unlit/BYCShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
_Lan("Lan",Float) = 10
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.color = v.color;
return OUT;
}
sampler2D _MainTex;
float _Lan;
float4 frag(v2f IN) : SV_Target
{
//從這裡開始
float2 uv = IN.texcoord;
uv.x*= _Lan;
uv.x = frac(uv.x);
return float4(uv.xy,1.0,1.0);
}
ENDCG
}
}
}
如上圖,劃分為N欄后,對(duì)每一欄進(jìn)行單獨(dú)處理,即可做到每一欄都同時(shí)進(jìn)行顏色消減。
2.對(duì)每一欄同時(shí)進(jìn)行顏色消減(控制閾值可以通過c#代碼實(shí)現(xiàn))
代碼如下:
Shader "Unlit/BYCShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
_Lan("Lan",Float) = 10
_StepX("StepX",Range(0.0,1.0))=1.0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.color = v.color;
return OUT;
}
sampler2D _MainTex;
float _Lan;
float _StepX;
float4 frag(v2f IN) : SV_Target
{
float2 uv = IN.texcoord;
uv.x*= _Lan;
uv.x = frac(uv.x);
//從這裡開始,顏色值大於指定值stepx的進(jìn)行消減
int needDiscard = step(_StepX,uv.x);
if(needDiscard == 1){
discard;
}
return float4(uv.xy,1.0,1.0);
}
ENDCG
}
}
}
效果如下:
3.加上切變,百葉窗在關(guān)閉打開時(shí),是有透視變化的。用切變可以近似模擬透視,因?yàn)橥敢暤膶?shí)現(xiàn)代價(jià)很大,所以用切變。
添加一張圖片,并進(jìn)行切變
代碼如下:
Shader "Unlit/BYCShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
_Lan("Lan",Float) = 10
_StepX("StepX",Range(0.0,1.0))=1.0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.color = v.color;
return OUT;
}
sampler2D _MainTex;
float _Lan;
float _StepX;
float4 frag(v2f IN) : SV_Target
{
//這裡進(jìn)行裁剪
float2 uv = IN.texcoord;
uv.x*= _Lan;
uv.x = frac(uv.x);
int needDiscard = step(_StepX,uv.x);
if(needDiscard == 1){
discard;
}
//這里進(jìn)行切變
float x1 = uv.x;
uv = IN.texcoord;
uv+=float2(-0.5,-0.5);
uv.x-=x1;//切變時(shí),先將重心調(diào)整到中心,然后繞每一欄的起點(diǎn)進(jìn)行切變(這里類似于繞某一點(diǎn)旋轉(zhuǎn),所以后面要進(jìn)行反向操作,加了就減,減了就加)
float2x2 qiebian = float2x2(1,0,(1.0-_StepX),1);
uv = mul(qiebian,uv);
uv-=float2(-0.5,-0.5);
uv.x+=x1;
float4 color= tex2D(_MainTex, uv);
return color;
}
ENDCG
}
}
}
效果如下:
以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持我們。
上一篇:詳解LINQ入門(上篇)
欄 目:C#教程
下一篇:詳解LINQ入門(中篇)
本文標(biāo)題:Unity shader實(shí)現(xiàn)百葉窗特效
本文地址:http://www.jygsgssxh.com/a1/C_jiaocheng/4591.html
您可能感興趣的文章
- 01-10C#實(shí)現(xiàn)txt定位指定行完整實(shí)例
- 01-10WinForm實(shí)現(xiàn)仿視頻播放器左下角滾動(dòng)新聞效果的方法
- 01-10C#實(shí)現(xiàn)清空回收站的方法
- 01-10C#實(shí)現(xiàn)讀取注冊(cè)表監(jiān)控當(dāng)前操作系統(tǒng)已安裝軟件變化的方法
- 01-10C#實(shí)現(xiàn)多線程下載文件的方法
- 01-10C#實(shí)現(xiàn)Winform中打開網(wǎng)頁頁面的方法
- 01-10C#實(shí)現(xiàn)遠(yuǎn)程關(guān)閉計(jì)算機(jī)或重啟計(jì)算機(jī)的方法
- 01-10C#自定義簽名章實(shí)現(xiàn)方法
- 01-10C#文件斷點(diǎn)續(xù)傳實(shí)現(xiàn)方法
- 01-10winform實(shí)現(xiàn)創(chuàng)建最前端窗體的方法


閱讀排行
本欄相關(guān)
- 01-10C#通過反射獲取當(dāng)前工程中所有窗體并
- 01-10關(guān)于ASP網(wǎng)頁無法打開的解決方案
- 01-10WinForm限制窗體不能移到屏幕外的方法
- 01-10WinForm繪制圓角的方法
- 01-10C#實(shí)現(xiàn)txt定位指定行完整實(shí)例
- 01-10WinForm實(shí)現(xiàn)仿視頻播放器左下角滾動(dòng)新
- 01-10C#停止線程的方法
- 01-10C#實(shí)現(xiàn)清空回收站的方法
- 01-10C#通過重寫Panel改變邊框顏色與寬度的
- 01-10C#實(shí)現(xiàn)讀取注冊(cè)表監(jiān)控當(dāng)前操作系統(tǒng)已
隨機(jī)閱讀
- 04-02jquery與jsp,用jquery
- 01-11ajax實(shí)現(xiàn)頁面的局部加載
- 08-05dedecms(織夢(mèng))副欄目數(shù)量限制代碼修改
- 01-10使用C語言求解撲克牌的順子及n個(gè)骰子
- 01-10C#中split用法實(shí)例總結(jié)
- 08-05DEDE織夢(mèng)data目錄下的sessions文件夾有什
- 01-10SublimeText編譯C開發(fā)環(huán)境設(shè)置
- 01-10delphi制作wav文件的方法
- 08-05織夢(mèng)dedecms什么時(shí)候用欄目交叉功能?
- 01-11Mac OSX 打開原生自帶讀寫NTFS功能(圖文


