Unity Shader案例02--------流光效果
使用编辑工具Unity2021
直接上代码
Shader "CLF/SetFlowingLight"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//流动控制
_Progress("Progress",Range(0, 1)) = 0.2
//光色
_ScanColor("Scan Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//获取除了流光方向的UV坐标
o.uv.xz = TRANSFORM_TEX(v.uv, _MainTex);
//设置流光方向
o.uv.y = v.vertex.y;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float _Progress;
float4 _ScanColor;
fixed4 frag(v2f i) : SV_Target
{
//流光速度
float halfWidth = 0.25;
fixed4 col = tex2D(_MainTex, i.uv);
//判断流光是否在物体范围内
if (i.uv.z > _Progress - halfWidth && i.uv.z < _Progress + halfWidth)
{
//流光范围和控制
float dis = (halfWidth - abs(i.uv.z - _Progress)) / halfWidth;
//上色
col.rgb = col.rgb + _ScanColor * dis;
}
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}


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