Unity3D Ui利用shader添加效果
本文實(shí)例為大家分享了Unity3D Ui利用shader添加效果的具體代碼,供大家參考,具體內(nèi)容如下
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UI/Unlit/Flowlight"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle] _OffSet("OffSet", float) = 0
[MaterialToggle] PixelSnap("Pixel snap", float) = 0
/* Flowlight */
_FlowlightMaskTex("Mask Texture", 2D) = "white" {}
_FlowlightTex("Add Move Texture", 2D) = "white" {}
_FlowlightColor("Flowlight Color", Color) = (0, 0, 0, 1)
_Power("Power", float) = 1
_SpeedX("SpeedX", float) = 1
_SpeedY("SpeedY", 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
/* -- */
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
/* 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;
/* Flowlight */
half2 texflowlight : TEXCOORD1;
/* --------- */
};
fixed4 _Color;
/* Flowlight */
fixed4 _FlowlightColor;
float _Power;
sampler2D _FlowlightTex;
fixed4 _FlowlightTex_ST;
sampler2D _FlowlightMaskTex;
fixed4 _FlowlightMaskTex_ST;
fixed _SpeedX;
fixed _SpeedY;
fixed x = 0;
float _OffSet;
/* --------- */
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
/* Flowlight */
OUT.texflowlight = TRANSFORM_TEX(IN.texcoord, _FlowlightTex);
OUT.texflowlight.x += _Time * _SpeedX;
OUT.texflowlight.y += _Time * _SpeedY;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord)*IN.color;
fixed4 cmask = tex2D(_FlowlightMaskTex, IN.texcoord);
if (cmask.a != 0)
{
/* Flowlight */
fixed4 cadd = tex2D(_FlowlightTex, IN.texflowlight) * _Power;
cadd.rgb *= c.rgb;
c.rgb += cadd.rgb;
}
c.rgb *= c.a;
/* --------- */
return c;
}
ENDCG
}
}
}
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:Unity實(shí)現(xiàn)背景圖片淡入淡出效果
欄 目:C#教程
下一篇:Unity3D實(shí)現(xiàn)物體旋轉(zhuǎn)縮放移動(dòng)效果
本文標(biāo)題:Unity3D Ui利用shader添加效果
本文地址:http://www.jygsgssxh.com/a1/C_jiaocheng/4872.html
您可能感興趣的文章
- 01-10C#利用反射技術(shù)實(shí)現(xiàn)去掉按鈕選中時(shí)的邊框效果
- 01-10C#圖片處理3種高級(jí)應(yīng)用
- 01-10Unity3d獲取系統(tǒng)時(shí)間
- 01-10Unity3D獲取當(dāng)前鍵盤按鍵及Unity3D鼠標(biāo)、鍵盤的基本操作
- 01-10C#異步下載文件
- 01-10C# Console利用mspaint打開圖像并保存的方法
- 01-10C#利用delegate實(shí)現(xiàn)Javascript的each方法
- 01-10C#利用GDI繪制常見圖形和文字
- 01-10利用C#實(shí)現(xiàn)網(wǎng)絡(luò)爬蟲
- 01-10C# 利用ICSharpCode.SharpZipLib實(shí)現(xiàn)在線壓縮和解壓縮


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
- 01-10C#中split用法實(shí)例總結(jié)
- 01-10SublimeText編譯C開發(fā)環(huán)境設(shè)置
- 01-11Mac OSX 打開原生自帶讀寫NTFS功能(圖文
- 01-11ajax實(shí)現(xiàn)頁面的局部加載
- 01-10使用C語言求解撲克牌的順子及n個(gè)骰子
- 01-10delphi制作wav文件的方法
- 08-05DEDE織夢(mèng)data目錄下的sessions文件夾有什
- 08-05dedecms(織夢(mèng))副欄目數(shù)量限制代碼修改
- 08-05織夢(mèng)dedecms什么時(shí)候用欄目交叉功能?
- 04-02jquery與jsp,用jquery


