本文实例为大家分享了Unity实现刮奖效果的具体代码,供大家参考,具体内容如下
需要一个Shader和一个CS脚本:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Transparent Colored Eraser"
{
Properties
{
_MainTex ("base (RGB), Alpha (A)", 2D) = "white" {}
_RendTex ("base (RGB), Alpha (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha oneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RendTex;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
half4 frag (v2f IN) : COLOR
{
// Sample the texture
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
half4 rnd = tex2D(_RendTex, IN.texcoord) * IN.color;
col.a = rnd.a;
return col;
}
ENDCG
}
}
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class UIEraserTexture : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
public RawImage image;
public int brushScale = 4;
Texture2D texRender;
RectTransform mRectTransform;
Canvas canvas;
void Awake()
{
mRectTransform = GetComponent();
canvas = GameObject.Find("Canvas").GetComponent
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持考高分网。