【Unity3d Shader】速度线效果

速度线效果常常在游戏中用于修饰运动的物体,可以用粒子实现,也可以用简单的shader实现。

我们主要介绍一下shader实现的思路。

效果图如下:

核心代码计算出uv坐标

half2 offset = IN.texcoord - _CenterPos.xy;
half a = atan2(offset.y, offset.x);
half r = pow(offset.x * offset.x + offset.y * offset.y, 0.5);
half2 uv = half2( 0.02 / r + _Speed * _Time.y, a / PI * _Density);

shader代码如下:

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "mgo/image_speed_line"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1,1,1,1)

		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255

		_ColorMask("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0

		[Space(100)]
		_CenterPos("CenterPos", vector) = (0.5,0.5,1,1)
		_Speed("Speed", Range(0, 5)) = 0.5
		_Density("Density", Range(0, 5)) = 1
	}

		SubShader
	{
		Tags
	{
		"Queue" = "Transparent"
		"IgnoreProjector" = "True"
		"RenderType" = "Transparent"
		"PreviewType" = "Plane"
		"CanUseSpriteAtlas" = "True"
	}

		Stencil
	{
		Ref[_Stencil]
		Comp[_StencilComp]
		Pass[_StencilOp]
		ReadMask[_StencilReadMask]
		WriteMask[_StencilWriteMask]
	}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest[unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask[_ColorMask]

		Pass
	{
		Name "Default"
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

#include "UnityCG.cginc"
#include "UnityUI.cginc"

#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP

#define PI 3.1415927


		struct appdata_t
	{
		float4 vertex   : POSITION;
		float4 color    : COLOR;
		float2 texcoord : TEXCOORD0;
		UNITY_VERTEX_INPUT_INSTANCE_ID
	};

	struct v2f
	{
		float4 vertex   : SV_POSITION;
		fixed4 color : COLOR;
		float2 texcoord  : TEXCOORD0;
		float4 worldPosition : TEXCOORD1;
		UNITY_VERTEX_OUTPUT_STEREO
	};

	sampler2D _MainTex;
	fixed4 _Color;
	fixed4 _TextureSampleAdd;
	float4 _ClipRect;
	float4 _MainTex_ST;
	half4 _CenterPos;
	half _Speed;
	half _Density;

	v2f vert(appdata_t v)
	{
		v2f OUT;
		UNITY_SETUP_INSTANCE_ID(v);
		UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
		OUT.worldPosition = v.vertex;
		OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

		OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

		OUT.color = v.color * _Color;
		return OUT;
	}

	fixed4 frag(v2f IN) : SV_Target
	{
		
		half2 offset = IN.texcoord - _CenterPos.xy;
		half a = atan2(offset.y, offset.x);
		half r = pow(offset.x * offset.x + offset.y * offset.y, 0.5);
		//half r = pow(pow(offset.x * offset.x, _Speed) + pow(offset.y * offset.y, _Speed), 1.0 / _Speed);
		half2 uv = half2( 0.02 / r + _Speed * _Time.y, a / PI * _Density);


		half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color;


#ifdef UNITY_UI_CLIP_RECT
		color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif

#ifdef UNITY_UI_ALPHACLIP
		clip(color.a - 0.001);
#endif

		return color;
	}
		ENDCG
	}
	}
}

 

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