UnityShaderLab —— 简单的流光shader

原理:

就是在原先的模型表面叠加一层可以流动的图片,

算法代码:

float2 tex;
tex = float2(i.uv.x - _Time.x * _Speed,i.uv.y);  
                
fixed4 col0 = tex2D(_Tex, tex)* _Strenth;
fixed4 col1 = tex2D(_MainTex, i.uv);
return col0 + col1;

这里Speed用的float调节速度大小,strenth是调节流光图的显示的强度

效果:

完整代码如下:

Shader "Custom/TimeShader"
{
    Properties
    {
        _MainTex("MainTexture",2D) = "white"{}
        _Tex ("Texture", 2D) = "white" {}
        _Speed ("Speed",float) = 1.2
        _Strenth("Strenth",Range(0,1)) = 0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float2 tex : TEXCOORD1;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float2 tex: TEXCOORD1;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            sampler2D _Tex;
            float4 _Tex_ST;
            float _Speed;

            float _Strenth;
    
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _Tex);
                o.tex = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float2 tex;
                tex = float2(i.uv.x - _Time.x * _Speed,i.uv.y);  
                
                fixed4 col0 = tex2D(_Tex, tex)* _Strenth;
                fixed4 col1 = tex2D(_MainTex, i.uv);
                return col0 + col1;
            }
            ENDCG
        }
    }
}

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