unity 随时间变化的shader(20170301)

参照【风宇冲】Unity3D教程宝典之Shader篇:第四讲制作一个美丽的地球和Unity3D教程宝典之Shader篇:第五讲LOGO闪光效果

这两篇文章都是引入时间这一因素,进行shader的移动达到的效果

一、【风宇冲】Unity3D教程宝典之Shader篇:第四讲制作一个美丽的地球

Shader "Custom/earth" {

Properties {

_MainTex ("Texture", 2D) = "white" { }

_Cloud ("_Cloud", 2D) = "white" { }

}

SubShader {

Tags{"Queue" = "Transparent" "RenderType"="Transparent"}

Pass {

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

float4 _Color;

sampler2D _MainTex;

sampler2D _Cloud;

struct v2f {

float4  pos : SV_POSITION;

float2  uv : TEXCOORD0;

} ;

float4 _MainTex_ST;

v2f vert (appdata_base v)

{

//和之前一样

v2f o;

o.pos = mul (UNITY_MATRIX_MVP, v.vertex);

o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);

return o;

}

half4 frag (v2f i) : COLOR

{

//地球的贴图uv, x即横向在动

float u_x = i.uv.x + -0.1*_Time;

float2 uv_earth=float2( u_x , i.uv.y);

half4 texcolor_earth = tex2D (_MainTex, uv_earth);

//云层的贴图uv的x也在动,但是动的更快一些

float2 uv_cloud;

u_x = i.uv.x + -0.2*_Time;

uv_cloud=float2( u_x , i.uv.y);

half4 tex_cloudDepth = tex2D (_Cloud, uv_cloud);

//纯白 x 深度值= 该点的云颜色

half4 texcolor_cloud = float4(1,1,1,0) * (tex_cloudDepth.x);

//地球云彩颜色混合

return lerp(texcolor_earth,texcolor_cloud,0.5f);

}

ENDCG}}}

二、Unity3D教程宝典之Shader篇:第五讲LOGO闪光效果

Shader "Custom/logo" {

Properties {

//_Color ("Color", Color) = (1,1,1,1)

_MainTex ("Albedo (RGB)", 2D) = "white" {}

//_Glossiness ("Smoothness", Range(0,1)) = 0.5

//_Metallic ("Metallic", Range(0,1)) = 0.0

}

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"

sampler2D _MainTex;

float4 _MainTex_ST;

struct v2f {

float4  pos : SV_POSITION;

float2  uv : TEXCOORD0;

};

//顶点函数没什么特别的,和常规一样

v2f vert (appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

o.uv =    TRANSFORM_TEX(v.texcoord,_MainTex);

return o;

}

//必须放在使用其的 frag函数之前,否则无法识别。

//核心:计算函数,角度,uv,光带的x长度,间隔,开始时间,偏移,单次循环时间

float inFlash(float angle,float2 uv,float xLength,int interval,int beginTime, float offX, float loopTime )

{

//亮度值

float brightness =0;

//倾斜角

float angleInRad = 0.0174444 * angle;

//当前时间

float currentTime = _Time.y;

//获取本次光照的起始时间

int currentTimeInt = _Time.y/interval;

currentTimeInt *=interval;

//获取本次光照的流逝时间 = 当前时间 - 起始时间

float currentTimePassed = currentTime -currentTimeInt;

if(currentTimePassed >beginTime)

{

//底部左边界和右边界

float xBottomLeftBound;

float xBottomRightBound;

//此点边界

float xPointLeftBound;

float xPointRightBound;

float x0 = currentTimePassed-beginTime;

x0 /= loopTime;

//设置右边界

xBottomRightBound = x0;

//设置左边界

xBottomLeftBound = x0 - xLength;

//投影至x的长度 = y/ tan(angle)

float xProjL;

xProjL= (uv.y)/tan(angleInRad);

//此点的左边界 = 底部左边界 - 投影至x的长度

xPointLeftBound = xBottomLeftBound - xProjL;

//此点的右边界 = 底部右边界 - 投影至x的长度

xPointRightBound = xBottomRightBound - xProjL;

//边界加上一个偏移

xPointLeftBound += offX;

xPointRightBound += offX;

//如果该点在区域内

if(uv.x > xPointLeftBound && uv.x < xPointRightBound)

{

//得到发光区域的中心点

float midness = (xPointLeftBound + xPointRightBound)/2;

//趋近中心点的程度,0表示位于边缘,1表示位于中心点

float rate= (xLength -2*abs(uv.x - midness))/ (xLength);

brightness = rate;

}

}

brightness= max(brightness,0);

//返回颜色 = 纯白色 * 亮度

float4 col = float4(1,1,1,1) *brightness;

return brightness;

}

float4 frag (v2f i) : COLOR

{

float4 outp;

//根据uv取得纹理颜色,和常规一样

float4 texCol = tex2D(_MainTex,i.uv);

//传进i.uv等参数,得到亮度值

float tmpBrightness;

tmpBrightness =inFlash(75,i.uv,0.25,5,2,0.15,0.7);

//图像区域,判定设置为 颜色的A > 0.5,输出为材质颜色+光亮值

if(texCol.w >0.5)

outp  =texCol+float4(1,1,1,1)*tmpBrightness;

//空白区域,判定设置为 颜色的A <=0.5,输出空白

else

outp =float4(0,0,0,0);

return outp;

}

ENDCG

}

}

}

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