Unity3d Ui利用shader添加效果

Unity3d Ui利用shader添加效果_第1张图片


// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UI/Unlit/Flowlight"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1, 1, 1, 1)
		[MaterialToggle] _OffSet("OffSet", float) = 0
		[MaterialToggle] PixelSnap("Pixel snap", float) = 0

		/* Flowlight */
		_FlowlightMaskTex("Mask Texture", 2D) = "white" {}
		_FlowlightTex("Add Move Texture", 2D) = "white" {}
		_FlowlightColor("Flowlight Color", Color) = (0, 0, 0, 1)
		_Power("Power", float) = 1
		_SpeedX("SpeedX", float) = 1
		_SpeedY("SpeedY", float) = 0
		/* --------- */

		/* UI */
		_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
		/* -- */
	}

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

		Cull Off
		Lighting Off
		ZWrite Off
		Blend One OneMinusSrcAlpha

		/* UI */
		Stencil
		{
			Ref[_Stencil]
			Comp[_StencilComp]
			Pass[_StencilOp]
			ReadMask[_StencilReadMask]
			WriteMask[_StencilWriteMask]
		}
		/* -- */
	Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"

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

	struct v2f
	{
		float4 vertex : SV_POSITION;
		fixed4 color : COLOR;
		half2 texcoord : TEXCOORD0;

		/* Flowlight */
		half2 texflowlight : TEXCOORD1;
		/* --------- */
	};

	fixed4 _Color;

	/* Flowlight */
	fixed4 _FlowlightColor;
	float _Power;
	sampler2D _FlowlightTex;
	fixed4 _FlowlightTex_ST;
	sampler2D _FlowlightMaskTex;
	fixed4 _FlowlightMaskTex_ST;
	fixed _SpeedX;
	fixed _SpeedY;
	fixed x = 0;
	float _OffSet;
	/* --------- */
	v2f vert(appdata_t IN)
	{
		v2f OUT;
		OUT.vertex = UnityObjectToClipPos(IN.vertex);
		OUT.texcoord = IN.texcoord;
		/* Flowlight */
		OUT.texflowlight = TRANSFORM_TEX(IN.texcoord, _FlowlightTex);
		OUT.texflowlight.x += _Time * _SpeedX;
		OUT.texflowlight.y += _Time * _SpeedY;
		OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
		OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
		return OUT;
	}

	sampler2D _MainTex;

	fixed4 frag(v2f IN) : SV_Target
	{
		fixed4 c = tex2D(_MainTex, IN.texcoord)*IN.color;
		fixed4 cmask = tex2D(_FlowlightMaskTex, IN.texcoord);
	if (cmask.a != 0)
	{
		/* Flowlight */
		fixed4 cadd = tex2D(_FlowlightTex, IN.texflowlight) * _Power;
		cadd.rgb *= c.rgb;
		c.rgb += cadd.rgb;
	}
	c.rgb *= c.a;
	/* --------- */

	return c;
	}
		ENDCG
	}
	}
}

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