FairyGUI中给组件更换Shader,最简单的方式就是找到组件中的Shader字段进行赋值。需要注意的是,对于自定的shader效果需要将目标图片进行单独发布,也就是一个目标图片占用一张图集。(应该会有更好的解决办法,但目前还是就先这样子)
本篇文章中的Shader源码来自于对官方的“FairyGUI/Image”修改,修改部分的源码来自于网络。
代码中加载自定义Shader:
local logoImg = this.GetChild("n2").asImage
logoImg.shader = "FairyGUI/Image-Light"
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image-Light"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
[Header(Light)]
//扫光时间
_LightTime("Light Time", Float) = 1
//扫光厚度
_LightThick("Light Thick", Float) = 0.2
//循环时间
_LightInterval("Light Interval", Float) = 2
//扫光角度
_LightAngle("Light Angle", int) = 60
//亮度
_Brightness("Light Brightness",float) = 1
//扫光颜色
_LightColor ("Light Color", Color) = (1,1,1,1)
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog
{
Mode Off
}
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_COMBINED COMBINED
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
};
sampler2D _MainTex;
half _LightTime;
float _LightThick;
float _LightInterval;
int _LightAngle;
float _Brightness;
float4 _LightColor;
#ifdef COMBINED
sampler2D _AlphaTex;
#endif
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
#ifdef COLOR_FILTER
float4x4 _ColorMatrix;
float4 _ColorOffset;
float _ColorOption = 0;
#endif
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
#ifdef CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
//扫光代码来源 https://blog.csdn.net/u014621871/article/details/122685044
//光照的流逝时间
fixed currentTimePassed = fmod(_Time.y, _LightTime + _LightInterval);
fixed x = currentTimePassed / _LightTime;
//倾斜角 1°≈0.0174444
float angleInRad = 0.0174444 * _LightAngle;
fixed tanX = tan(angleInRad);
x += (x - 1) / tanX;
fixed x1 = i.texcoord.y / tanX + x;
fixed x2 = x1 + _LightThick;
if (i.texcoord.x > x1 && i.texcoord.x < x2)
{
//差值计算,根据与中心的距离的比例来计算亮度
float xMid = 0.5 * (x1 + x2);
fixed dis = 1 - abs(i.texcoord.x - xMid) * 2 / _LightThick;
half colorA = col.a;
//扫光的颜色*强度+默认颜色输出
col += col + _LightColor * (_Brightness * dis);
col.a = colorA;
}
#ifdef COMBINED
col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
#endif
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
#ifdef COLOR_FILTER
if (_ColorOption == 0)
{
fixed4 col2 = col;
col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
col = col2;
}
else //premultiply alpha
col.rgb *= col.a;
#endif
#ifdef ALPHA_MASK
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
}
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image-Loop"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
_Speed("Speed", Range(0,3)) = 0.1
_Rotation("Rotation", Range(0,360)) = 225 //为了方便直观,角度的值使用了0~360范围
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog
{
Mode Off
}
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
ColorMask [_ColorMask]
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma multi_compile NOT_COMBINED COMBINED
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _FlipY
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 uvTA: TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
};
sampler2D _MainTex;
float _Speed;
float _Rotation;
uniform half4 _MainTex_ST;
#ifdef COMBINED
sampler2D _AlphaTex;
#endif
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
#ifdef COLOR_FILTER
float4x4 _ColorMatrix;
float4 _ColorOffset;
float _ColorOption = 0;
#endif
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
#ifdef CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
float Rot = _Rotation * (3.1415926f / 180.0f);
float s = sin(Rot);
float c = cos(Rot);
o.uvTA = (v.texcoord) * _MainTex_ST.xy + fixed2(s, c) * (_Time.y * _Speed) - _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvTA).rgba * i.color;
#ifdef COMBINED
col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
#endif
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
#ifdef COLOR_FILTER
if (_ColorOption == 0)
{
fixed4 col2 = col;
col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
col = col2;
}
else //premultiply alpha
col.rgb *= col.a;
#endif
#ifdef ALPHA_MASK
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
}
参考:
1、UGUI扫光shader
2、无限循环背景的制作
如果有问题可以留言指出!感谢!