本文实例为大家分享了unity3d ui利用shader添加效果的具体代码,供大家参考,具体内容如下
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
// 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 } } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/htwzl/article/details/78184248