本文实例为大家分享了Unity3D UGUI翻书展示的具体代码,供大家参考,具体内容如下
参考大佬的,链接找不到了,找到了再加在这。
下边是Shader代码:
复制代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Personal/PageTurning" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex("MainTex",2D)="White"{} _SecTex("SecTex",2D)="White"{} _Angle("Angle",Range(0,180))=0 _Warp("Warp",Range(0,10))=0 _WarpPos("WarpPos",Range(0,1))=0 _Downward("Downward",Range(0,1))=0 } SubShader { pass { Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; fixed4 _Color; float _Angle; float _Warp; float _Downward; float _WarpPos; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_base v) { v2f o; v.vertex += float4(5,0,0,0); float s; float c; sincos(radians(-_Angle),s,c); float4x4 rotate={ c,s,0,0, -s,c,0,0, 0,0,1,0, 0,0,0,1}; float rangeF=saturate(1 - abs(90-_Angle)/90); v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF; v.vertex.x -= rangeF * v.vertex.x*_Downward; v.vertex = mul(rotate,v.vertex); v.vertex += float4(-5,0,0,0); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i):COLOR { fixed4 color = tex2D(_MainTex,-i.uv); return _Color * color; } ENDCG } pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; fixed4 _Color; float _Angle; float _Warp; float _Downward; float _WarpPos; sampler2D _SecTex; float4 _MainTex_ST; v2f vert(appdata_base v) { v2f o; v.vertex += float4(5,0,0,0); float s; float c; sincos(radians(-_Angle),s,c); float4x4 rotate={ c,s,0,0, -s,c,0,0, 0,0,1,0, 0,0,0,1}; float rangeF=saturate(1 - abs(90-_Angle)/90); v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF; v.vertex.x -= rangeF * v.vertex.x*_Downward; v.vertex = mul(rotate,v.vertex); v.vertex += float4(-5,0,0,0); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i):COLOR { float2 uv = i.uv; uv.x = -uv.x; fixed4 color = tex2D(_SecTex,-uv); return _Color * color; } ENDCG } } }
下面是UI代码:
复制代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79using System.Collections; using UnityEngine; using UnityEngine.UI; public class FanShuUI : UIBase { private GameObject Plane; private Material m_Material; private Coroutine effect; private Image LeftPage; private Image RightPage; private void Awake() { InitUI(); } public override void InitUI() { Plane = GetGameObject("Plane"); LeftPage = GetComp<Image>("LeftPage"); RightPage = GetComp<Image>("RightPage"); Plane.SetActive(false); m_Material = Plane.GetComponent<MeshRenderer>().material; } public void PlayPageTurnEffect(bool isLeft = true) { if (!gameObject.activeSelf) { return; } if (effect != null) { StopCoroutine(effect); } effect = StartCoroutine(FanShuEffect(0.5f, isLeft)); } public void ShowRightImage(string right) { RightPage.gameObject.SetActive(true); RightPage.sprite = ResourcesMgr.Instance.LoadObj<Sprite>(right); } public void ShowLeftImage(string left) { LeftPage.gameObject.SetActive(true); LeftPage.sprite = ResourcesMgr.Instance.LoadObj<Sprite>(left); } private IEnumerator FanShuEffect(float time, bool isLeft) { LeftPage.gameObject.SetActive(false); RightPage.gameObject.SetActive(false); Plane.SetActive(true); int angle = (int)(180 * 0.1f); for (int i = 0; i < 10; i++) { if (isLeft) { m_Material.SetFloat("_Angle", angle * i); } else { m_Material.SetFloat("_Angle", 180 - angle * i); } yield return new WaitForSeconds(time * 0.1f); } if (isLeft) { m_Material.SetFloat("_Angle", 180); } else { m_Material.SetFloat("_Angle", 0); } Plane.SetActive(false); OnEffectOver(); } private void OnEffectOver() { //--callback } }
左右两页纸可以在翻书结束动态加载图片。
下边是Plane的面板信息:
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靠谱客。
最后
以上就是跳跃蜜蜂最近收集整理的关于Unity3D UGUI实现翻书特效的全部内容,更多相关Unity3D内容请搜索靠谱客的其他文章。
本图文内容来源于网友提供,作为学习参考使用,或来自网络收集整理,版权属于原作者所有。
发表评论 取消回复