shader 扫描

本文介绍全息扫描Shader的实现,适用于电脑端,详细阐述了该Shader的两个关键控制参数。遗憾的是,目前该Shader不支持移动端,期待有经验的大佬进行改进。
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全息扫描shader 从上至下

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
            
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