Unity Shader 之 RollingImage

Unity Shader RollingImage

  • 从unity的官网下载buildin shaders
  • 拷贝buildin目录下的文件builtin_shaders-5.5.1f1\DefaultResourcesExtra\UI\UI-Default.shader到工程目录下,并改名叫UI_My_RollingImage.shader。
  • 打开UI_My_RollingImage.shader,将名字由”UI/Default”改为”UI/My/RollingImage”
  • 在属性中增加一句_RollingSpeed("Rolling Speed", Vector) = (1,0,0,0)
  • 在顶点处理函数v2f vert(appdata_t IN)前增加滚动速度的变量声明float4 _RollingSpeed;
  • 将定点处理函数中的OUT.texcoord = IN.texcoord;这句后增加一句OUT.texcoord.xy += _Time.xx * _RollingSpeed.xy
  • 添加脚本UiRollingImage.cs。代码如下:
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RawImage))]
public class UIRollingImage : MonoBehaviour {

    public Vector2 rollingSpeed = new Vector2(1.0f, 0.0f);
    RawImage rawIamge;
    // Use this for initialization
    void Start () {
        rawIamge = GetComponent<RawImage>();
        rawIamge.material.SetVector("_RollingSpeed", new Vector4(rollingSpeed.x, rollingSpeed.y, 0, 0));
    }
}
  • 将脚本拖到有RawImage组件的GameObject下, 设置参数rollingSpeed,运行。

附:UI_My_RollingImage.shader源码。

```

Shader “UI/My/RollingImage”
{
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
    _RollingSpeed("Rolling Speed", Vector) = (1,0,0,0)
    _ColorMask("Color Mask", Float) = 15

    [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", 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;
float4 _RollingSpeed;


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.texcoord.xy += _Time.xx * _RollingSpeed.xy;

    OUT.color = IN.color * _Color;
    return OUT;
}

sampler2D _MainTex;

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

    return color;
}
    ENDCG
}
}

}

```
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