shader 代码:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Mars/CameraBlack"
{
Properties
{
_Color("Color",float) = 1
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags{"Queue" = "Overlay"}
Pass
{
Tags {"LightMode" = "ForwardBase"}
Cull Off
ZWrite On
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f o) :SV_Target
{
fixed4 renderTex = tex2D(_MainTex, o.uv);
renderTex = renderTex * _Color;
return renderTex;
}
ENDCG
}
}
}
CS文件
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraEffectBlack : MonoBehaviour
{
private Material m_material;
public float value = 1f;
private bool m_isBegin = false;
private bool m_isSub = true;
private bool m_isStartToBlack = false;
private bool m_isBlackToFade = false;
private Action m_onCall;
private Action m_endCall;
private void Awake()
{
if (m_material == null)
{
m_material = new Material(Shader.Find("Mars/CameraBlack"));
}
}
/// <summary>
/// 特效
/// </summary>
/// <param name="onCall">黑屏回调</param>
/// <param name="endCall">完成黑屏回调</param>
public void StartEffect(Action onCall,Action endCall)
{
value = 1f;
m_isBegin = true;
m_onCall = onCall;
m_endCall = endCall;
}
//开始黑屏
public void StartToBlack(Action onCall)
{
value = 1;
m_onCall = onCall;
m_isStartToBlack = true;
}
//黑屏消失
public void StartToFade(Action onCall)
{
value = 0;
m_onCall = onCall;
m_isBlackToFade = true;
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if (m_material != null)
{
m_material.SetFloat("_Color", value);
Graphics.Blit(sourceTexture, destTexture, m_material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
public void OnDestroy()
{
DestroyImmediate(m_material);
}
public void Update()
{
UpdateAllAni();
UpdateToBlack();
UpdateToFade();
}
public void UpdateToFade()
{
if (!m_isBlackToFade || m_material == null)
{
return;
}
value += 0.02f;
if (value >= 1)
{
m_isBlackToFade= false;
if (m_endCall != null)
{
m_endCall();
m_endCall = null;
}
DestroyImmediate(this);
}
}
public void UpdateToBlack()
{
if (!m_isStartToBlack || m_material == null)
{
return;
}
value -= 0.02f;
if (value <= 0)
{
m_isStartToBlack = false;
if (m_onCall != null)
{
m_onCall();
m_onCall = null;
}
DestroyImmediate(this);
}
}
//整套动画
public void UpdateAllAni()
{
if (!m_isBegin || m_material == null)
{
return;
}
if (m_isSub)
{
value -= 0.02f;
if (value <= 0)
{
m_isSub = false;
if (m_onCall != null)
{
m_onCall();
m_onCall = null;
}
}
}
else
{
value += 0.02f;
if (value >= 1)
{
m_isBegin = false;
if (m_endCall != null)
{
m_endCall();
m_endCall = null;
}
DestroyImmediate(this);
}
}
}
}