运行效果
- 准备流光图
- 准备流光遮罩图
- 主要显示纹理
流光图(我用GIMP随便画的,还是PS好用)
流光遮罩图
主纹理
先是实现流光划过
就是控制流光图的UV偏移
但是这样太丑了,所以我们还是对流光部分应用在需要流光上的像素,需要需要遮罩图。
这遮罩将以亮度(灰度)来过渡,大于0的才会被流光到。
最后,就是一开始时的效果图了
完整Shader// jave.lin 2019.08.11
Shader "Test/Flash" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
[NoScaleOffset] _FlashTex ("FlashTex", 2D) = "white" {}
[NoScaleOffset] _FlashMaxTex ("FlashMaskTex", 2D) = "white"{}
_Percent("Percent", Range(0, 1)) = 0
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _FlashTex;
sampler2D _FlashMaxTex;
float _Percent;
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 {
float x = _Percent * 2 - 1; // _Percent是0~1的,我们转换为-1~1
fixed4 flash = tex2D(_FlashTex, i.uv + fixed2(-x, 0));
fixed flash_mask = tex2D(_FlashMaxTex, i.uv).r;
flash *= flash.a * flash_mask;
fixed4 col = tex2D(_MainTex, i.uv) + flash;
return col;
}
ENDCG
}
}
}
如果不想手动控制流光,想让流光无限循环播放,可以将 Percent
变量用 _Time.y
来替代,如下:
// jave.lin 2019.08.11
Shader "Test/Flash" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
[NoScaleOffset] _FlashTex ("FlashTex", 2D) = "white" {}
[NoScaleOffset] _FlashMaxTex ("FlashMaskTex", 2D) = "white"{}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _FlashTex;
sampler2D _FlashMaxTex;
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 {
fixed4 flash = tex2D(_FlashTex, i.uv + fixed2(-_Time.y, 0));
fixed flash_mask = tex2D(_FlashMaxTex, i.uv).r;
flash *= flash.a * flash_mask;
fixed4 col = tex2D(_MainTex, i.uv) + flash;
return col;
}
ENDCG
}
}
}
- TestingUIFlowLight.unitypackage
- mob-sakai/ShinyEffectForUGUI