概述
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 /* 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 } } }
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