Unity Shader 圖片流光效果實現(純計算方式)
shader源碼如下
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/StreamerLight" {
Properties{
_MainTex("Texture", 2D) = "white" { }
_Angle("Angle", Float) = 45 //光帶的傾斜角度
_Width("Width",Float)=0.65 //光帶的寬度
_Interval("Interval",Float)=3 //間隔時間
_BeginTime("BeginTime",Float)=0 //開始時間
_OffestX("OffestX",Float)=0.6 //光帶邊界的偏移量
_LoopTime("LoopTime",Float)=0.7 //單次的循環時間
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater 0.1
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
half _Angle;
half _Width;
half _Interval;
half _BeginTime;
half _OffestX;
half _LoopTime;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//頂點函數沒什么特別的,和常規一樣
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
//必須放在使用其的 frag函數之前,否則無法識別。
//核心:計算函數,角度,uv,光帶的x長度,間隔,開始時間,偏移,單次循環時間
float inFlash(float angle,float2 uv,float xLength,int interval,int beginTime, float offX, float loopTime)
{
//亮度值
float brightness = 0;
//傾斜角
float angleInRad = 0.0174444 * angle;
//當前時間
float currentTime = _Time.y;
//獲取本次光照的起始時間
int currentTimeInt = _Time.y / interval;
currentTimeInt *= interval;
//獲取本次光照的流逝時間 = 當前時間 - 起始時間
float currentTimePassed = currentTime - currentTimeInt;
if (currentTimePassed > beginTime)
{
//底部左邊界和右邊界
float xBottomLeftBound;
float xBottomRightBound;
//此點邊界
float xPointLeftBound;
float xPointRightBound;
float x0 = currentTimePassed - beginTime;
x0 /= loopTime;
//設置右邊界
xBottomRightBound = x0;
//設置左邊界
xBottomLeftBound = x0 - xLength;
//投影至x的長度 = y/ tan(angle)
float xProjL;
xProjL = (uv.y) / tan(angleInRad);
//此點的左邊界 = 底部左邊界 - 投影至x的長度
xPointLeftBound = xBottomLeftBound - xProjL;
//此點的右邊界 = 底部右邊界 - 投影至x的長度
xPointRightBound = xBottomRightBound - xProjL;
//邊界加上一個偏移
xPointLeftBound += offX;
xPointRightBound += offX;
//如果該點在區域內
if (uv.x > xPointLeftBound && uv.x < xPointRightBound)
{
//得到發光區域的中心點
float midness = (xPointLeftBound + xPointRightBound) / 2;
//趨近中心點的程度,0表示位於邊緣,1表示位於中心點
float rate = (xLength - 2 * abs(uv.x - midness)) / (xLength);
brightness = rate;
}
}
brightness = max(brightness,0);
brightness = min(brightness, 0.75);
//返回顏色 = 純白色 * 亮度
float4 col = float4(1,1,1,1) *brightness;
return brightness;
}
float4 frag(v2f i) : COLOR
{
float4 outp;
//根據uv取得紋理顏色,和常規一樣
float4 texCol = tex2D(_MainTex,i.uv);
//傳進i.uv等參數,得到亮度值
float tmpBrightness;
tmpBrightness = inFlash(_Angle,i.uv,_Width,_Interval,_BeginTime,_OffestX,_LoopTime);
//圖像區域,判定設置為 顏色的A > 0.5,輸出為材質顏色+光亮值
if (texCol.w > 0.5)
outp = texCol + float4(1,1,1,1)*tmpBrightness;
//空白區域,判定設置為 顏色的A <=0.5,輸出空白
else
outp = float4(0,0,0,0);
return outp;
}
ENDCG
}
}
}