很多时候做unity 2d 特效 今天发给大家源代码
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Flash"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_Color("Color", Color) = (1,1,1,1)
_Angle("angle", Range(0, 360)) = 75
_Width("width", Range(0, 1)) = 0.2
_FlashTime("flash time", Range(0, 100)) = 1
_DelayTime("delay time", Range(0, 100)) = 0.2
_LoopInterval("interval time", Range(0, 100)) = 2
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float _Angle;
float _Width;
float _FlashTime;
float _DelayTime;
float _LoopInterval;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
// @计算亮度
// @param uv 角度 宽度(x方向) 运行时间 开始时间 循环间隔
float flash(float2 uv, float angle, float w, float runtime, float delay, float interval)
{
float brightness = 0;
float radian = 0.0174444 * angle;
float curtime = _Time.y; //当前时间
float starttime = floor(curtime/interval) * interval; // 本次flash开始时间
float passtime = curtime - starttime;//本次flash流逝时间
if (passtime > delay)
{
float projx = uv.y / tan(radian); // y的x投影长度
float br = (passtime - delay) / runtime; //底部右边界
float bl = br - w; // 底部左边界
float posr = br + projx; // 此点所在行右边界
float posl = bl + projx; // 此点所在行左边界
if (uv.x > posl && uv.x < posr)
{
float mid = (posl + posr) * 0.5; // flash中心点
brightness = 1 - abs(uv.x - mid)/(w*0.5);
}
}
return brightness;
}
float4 frag (v2f i) : COLOR
{
float4 col = tex2D(_MainTex, i.texcoord);
float bright = flash(i.texcoord, _Angle, _Width, _FlashTime, _DelayTime, _LoopInterval);
float4 outcol = col + _Color*bright * col.a;// * step(0.5, col.a);
return outcol;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}