// Unity built-in shader source. Copyright © 2016 Unity Technologies. MIT license (see license.txt)
Shader “UI/Default-Gray”
{
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
_IsGray("Gray Enable", Float) = 0
}
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_ALPHACLIP
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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
float _IsGray;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
if (_IsGray > 0)
{
float gray = dot(color.rgb, float3(0.299, 0.587, 0.114));
color.rgb = float3(gray, gray, gray);
}
return color;
}
ENDCG
}
}
}
/----------------------------------------------------------------------------------------------------------------------------/
以下是图片模糊
// Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,)’ with 'UnityObjectToClipPos()’
Shader “UI/MoHu”
{
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
//--------------add------------------
_Distance("Distance", Float) = 0.015
//--------------add------------------
}
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]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
//--------------add------------------
float _Distance;
//--------------add------------------
fixed4 frag(v2f IN) : SV_Target
{
// //half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
// //clip (color.a - 0.01);
// //return color;
//--------------add------------------
float distance = _Distance;
fixed4 computedColor = tex2D(_MainTex, IN.texcoord) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y + distance)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y + distance)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y - distance)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y - distance)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y + distance)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y - distance)) * IN.color;
computedColor = computedColor / 9;
return computedColor;
//--------------add------------------
}
ENDCG
}
}
}
/-------------------------------------------------------------------------------------------------------------------------------/
小树移动效果
Shader “Consume/Leaf Swing”
{
Properties {
_MainTex (“Base (RGB)”, 2D) = “white” {}
_Pos(“Position”,Vector) =(0,0,0,0)
_Direction(“Direction”,Vector) =(0,0,0,0)
_TimeScale(“TimeScale”,float) = 1
_TimeDelay(“TimeDelay”,float) = 1
}
SubShader
{
LOD 100
Tags
{
“RenderType”=“Opaque”
“Queue”=“Transparent”
}
CGPROGRAM
#pragma surface surf Lambert vertex:vert alpha
sampler2D _MainTex;
fixed4 _Pos;
fixed4 _Direction;
half _TimeScale;
half _TimeDelay;
struct Input
{
half2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
void vert (inout appdata_full v)
{
half dis = distance(v.vertex ,_Pos) ;
half time = (_Time.y + _TimeDelay) * _TimeScale;
v.vertex.xyz += dis * (sin(time) * cos(time * 2 / 3) + 1) * _Direction.xyz; //核心,动态顶点变换
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}