全息扫描shader
电脑端很棒,需要控制两个参数,不会发动图,抱歉,目前不支持移动端,如果有大佬能改下就更好了
shader 全息 扫描
在这里插入代码片
// Note: Manually altering this data may prevent you from opening it in Shader Forge
Shader "Kaima/Dissolve/DirectionAsh" {
Properties {
_MainTex ("MainTex", 2D) = "white" {
}
_NormalMap ("NormalMap", 2D) = "bump" {
}
_EmissionTex ("EmissionTex", 2D) = "white" {
}
[HDR]_EmissionColor ("EmissionColor", Color) = (0.5,0.5,0.5,1)
_EmissionLineWidth ("EmissionLineWidth", Range(0, 1)) = 0.739786
[MaterialToggle] _OppositeDir ("OppositeDir", Float ) = 1
_EmissionLineSpeed_U ("EmissionLineSpeed_U", Range(-1, 1)) = 0.04
_EmissionLineSpeed_V ("EmissionLineSpeed_V", Range(-1, 1)) = -0.2
_Fresnel ("Fresnel", Range(0, 5)) = 0
[HDR]_FresnelColor ("Fresnel Color", Color) = (0.1544118,0.5451315,1,1)
[MaterialToggle] _Refraction ("Refraction", Float ) = 1
_RefractionStrength ("RefractionStrength", Range(0, 1)) = 0.06843606
_TexColorLerp ("TexColorLerp", Range(0, 1)) = 0
[MaterialToggle] _AddNoise ("AddNoise", Float ) = 1
_NoiseColor ("NoiseColor", Color) = (0.5,0.5,0.5,1)
_NoiseSpeed ("NoiseSpeed", Range(-1, 1)) = 0.4512348
_NoiseSize ("NoiseSize", Range(1, 5)) = 2.572649
[MaterialToggle] _AddLine ("AddLine", Float ) = 1
_LineWidth ("LineWidth", Range(1, 10)) = 6.336524
_LineTiling ("LineTiling", Float ) = 10
_LineSpeed ("LineSpeed", Range(-10, 10)) = -2
_LineBrightness ("LineBrightness", Range(1, 20)) = 2
_DissolveMask ("DissolveMask", 2D) = "white" {
}
_Switch ("Switch", Range(0, 1)) = 1
_GlobalAlpha ("GlobalAlpha", Range(0, 1)) = 1
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
GrabPass{
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles metal xboxone ps4
#pragma target 3.0