栏目分类:
子分类:
返回
名师互学网用户登录
快速导航关闭
当前搜索
当前分类
子分类
实用工具
热门搜索
名师互学网 > IT > 软件开发 > 后端开发 > C/C++/C# > C#教程

Unity3D Ui利用shader添加效果

C#教程 更新时间: 发布时间: IT归档 最新发布 模块sitemap 名妆网 法律咨询 聚返吧 英语巴士网 伯小乐 网商动力

Unity3D Ui利用shader添加效果

本文实例为大家分享了Unity3D Ui利用shader添加效果的具体代码,供大家参考,具体内容如下

// 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
 
 
 _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
 
 
 
 _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
 
 
 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;
 
 
 half2 texflowlight : TEXCOORD1;
 
 };
 
 fixed4 _Color;
 
 
 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;
 
 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)
 {
 
 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。

转载请注明:文章转载自 www.mshxw.com
本文地址:https://www.mshxw.com/it/122639.html
我们一直用心在做
关于我们 文章归档 网站地图 联系我们

版权所有 (c)2021-2022 MSHXW.COM

ICP备案号:晋ICP备2021003244-6号