
_Time/_SinTime/_CosTime的x,y,z,w分量含义:

实现贴图颜色在两个色值之间渐变,或者贴图alpha值渐变:
Shader "MyShader/SpriteFlicker"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_StartColor("StartColor",Color) = (1,1,1,1)
_EndColor("EndColor",Color) = (0,0,0,1)
_FlickerSpeed("FlickerSpeed",int) = 3
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType"="Opaque"
}
LOD 100
Pass
{
//关闭深度写入
//ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _StartColor;
fixed4 _EndColor;
int _FlickerSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//函数Cos()取值范围:-1~1,(Cos()+1)*0.5,取值0~1,实现周期变化。函数lerp(),插值两个色值
//fixed4 b_color = lerp(_StartColor,_EndColor,(cos(_Time.y*_FlickerSpeed)+1)*0.5);
fixed4 b_color = lerp(_StartColor,_EndColor,(_CosTime.w+1)*0.5);
alpha渐变
//fixed4 b_color =_StartColor;
//b_color.a = (cos(_Time.y*_FlickerSpeed)+1)*0.5;
fixed4 col = tex2D(_MainTex, i.uv)*b_color;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
本文来自博客园,作者:萧然CS,转载请注明原文链接:https://www.cnblogs.com/z-c-s/p/15112859.html
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