参考链接:http://blog.csdn.net/stalendp/article/details/21993227
效果图:
1.首先,实现格子背景图
Shader "Custom/Curve"
{
Properties
{
_BackgroundColor ("BackgroundColor", Color) = (1, 1, 1, 1)
_BackgroundColor2 ("BackgroundColor2", Color) = (0, 0, 0, 1)
_Space ("Space", Range(0, 1)) = 0.2
_XOffset ("XOffset", Range(-1, 1)) = 0.15
_YOffset ("YOffset", Range(-1, 1)) = 0.05
}
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;
};
//格子背景
fixed4 _BackgroundColor;
fixed4 _BackgroundColor2;
fixed _Space;
fixed _XOffset;
fixed _YOffset;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//fmod(x, y):x/y的余数,和x有同样的符号
//step(a, x):如果x=a,返回1
//得到一个小于_Space的余数,即a的范围为[0, _Space)
fixed a = fmod(i.uv.x + _XOffset, _Space);
//有1/2概率返回0,有1/2概率返回1,从而形成间隔效果
a = step(0.5 * _Space, a);
fixed b = fmod(i.uv.y + _YOffset, _Space);
b = step(0.5 * _Space, b);
return _BackgroundColor * a * b + _BackgroundColor2 * (1 - a * b);
}
ENDCG
}
}
}
2.在中间添加一条直线
Shader "Custom/Curve"
{
Properties
{
_BackgroundColor ("BackgroundColor", Color) = (1, 1, 1, 1)
_BackgroundColor2 ("BackgroundColor2", Color) = (0, 0, 0, 1)
_Space ("Space", Range(0, 1)) = 0.2
_XOffset ("XOffset", Range(-1, 1)) = 0.15
_YOffset ("YOffset", Range(-1, 1)) = 0.05
}
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;
};
//格子背景
fixed4 _BackgroundColor;
fixed4 _BackgroundColor2;
fixed _Space;
fixed _XOffset;
fixed _YOffset;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//fmod(x, y):x/y的余数,和x有同样的符号
//step(a, x):如果x=a,返回1
//得到一个小于_Space的余数,即a的范围为[0, _Space)
fixed a = fmod(i.uv.x + _XOffset, _Space);
//有1/2概率返回0,有1/2概率返回1,从而形成间隔效果
a = step(0.5 * _Space, a);
fixed b = fmod(i.uv.y + _YOffset, _Space);
b = step(0.5 * _Space, b);
fixed4 bgCol = _BackgroundColor * a * b + _BackgroundColor2 * (1 - a * b);
//范围(1, 51),乘上100是扩大差距(中间最亮其他两边基本不亮),加上1是防止0作为除数,同时确保最中间最亮
float v = abs(i.uv.y - 0.5) * 100 + 1;
v = 1 / v;
fixed4 lineCol = fixed4(v, v, v, 1);
return bgCol + lineCol;
}
ENDCG
}
}
}
3.直线变曲线
Shader "Custom/Curve"
{
Properties
{
//调整背景
_BackgroundColor ("BackgroundColor", Color) = (1, 1, 1, 1)
_BackgroundColor2 ("BackgroundColor2", Color) = (0, 0, 0, 1)
_Space ("Space", Range(0, 1)) = 0.2
_XOffset ("XOffset", Range(-1, 1)) = 0.15
_YOffset ("YOffset", Range(-1, 1)) = 0.05
//调整曲线的波动
_Frequency ("Frequency", Range(0, 100)) = 10//频率
_Amplitude ("Amplitude", Range(0, 1)) = 0.1//振幅
_Speed ("Speed", Range(0, 100)) = 10//速度
}
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;
};
//格子背景
fixed4 _BackgroundColor;
fixed4 _BackgroundColor2;
fixed _Space;
fixed _XOffset;
fixed _YOffset;
half _Frequency;
half _Amplitude;
half _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//fmod(x, y):x/y的余数,和x有同样的符号
//step(a, x):如果x=a,返回1
//得到一个小于_Space的余数,即a的范围为[0, _Space)
fixed a = fmod(i.uv.x + _XOffset, _Space);
//有1/2概率返回0,有1/2概率返回1,从而形成间隔效果
a = step(0.5 * _Space, a);
fixed b = fmod(i.uv.y + _YOffset, _Space);
b = step(0.5 * _Space, b);
fixed4 bgCol = _BackgroundColor * a * b + _BackgroundColor2 * (1 - a * b);
//范围(1, 51),乘上100是扩大差距(中间最亮其他两边基本不亮),加上1是防止0作为除数,同时确保最中间最亮
//float y = i.uv.y + sin(_Time.y);扫描线效果
float y = i.uv.y + sin(i.uv.x * _Frequency + _Time.y * _Speed) * _Amplitude;//可以看成一条y的关于x的方程式
float v = abs(y - 0.5) * 100 + 1;
v = 1 / v;
fixed4 lineCol = fixed4(v, v, v, 1);
return bgCol + lineCol;
}
ENDCG
}
}
}
注释掉的是扫描线效果:
4.多曲线。其实就是for循环,然后在频率和振幅上加些变量,即可形成多条不同的曲线。
Shader "Custom/Curve"
{
Properties
{
//调整背景
_BackgroundColor ("BackgroundColor", Color) = (1, 1, 1, 1)
_BackgroundColor2 ("BackgroundColor2", Color) = (0, 0, 0, 1)
_Space ("Space", Range(0, 1)) = 0.2
_XOffset ("XOffset", Range(-1, 1)) = 0.15
_YOffset ("YOffset", Range(-1, 1)) = 0.05
//调整曲线的波动
_Frequency ("Frequency", Range(0, 100)) = 10//频率
_Amplitude ("Amplitude", Range(0, 1)) = 0.1//振幅
_Speed ("Speed", Range(0, 100)) = 10//速度
}
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;
};
//格子背景
fixed4 _BackgroundColor;
fixed4 _BackgroundColor2;
fixed _Space;
fixed _XOffset;
fixed _YOffset;
half _Frequency;
half _Amplitude;
half _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//fmod(x, y):x/y的余数,和x有同样的符号
//step(a, x):如果x=a,返回1
//得到一个小于_Space的余数,即a的范围为[0, _Space)
fixed a = fmod(i.uv.x + _XOffset, _Space);
//有1/2概率返回0,有1/2概率返回1,从而形成间隔效果
a = step(0.5 * _Space, a);
fixed b = fmod(i.uv.y + _YOffset, _Space);
b = step(0.5 * _Space, b);
fixed4 bgCol = _BackgroundColor * a * b + _BackgroundColor2 * (1 - a * b);
//范围(1, 51),乘上100是扩大差距(中间最亮其他两边基本不亮),加上1是防止0作为除数,同时确保最中间最亮
//float y = i.uv.y + sin(_Time.y);扫描线效果
fixed4 lineCol;
for(int count = 0;count < 3;count++)
{
float y = i.uv.y + sin(i.uv.x * _Frequency * count * 0.1 + _Time.y * _Speed) * (_Amplitude + count * 0.1);//可以看成一条y的关于x的方程式
y = saturate(y);//重新映射到(0, 1)范围
float v = abs(y - 0.5) * 100 + 1;
v = 1 / v;
lineCol += fixed4(v, v, v, 1);//注意是"+"操作,对颜色进行叠加
}
return bgCol + lineCol;
}
ENDCG
}
}
}