之前有一哥们把道光爷头像加到按钮上了,这种做法是错误的
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正确的效果如下:
正确的核心思路是一个UV颜色的旋转和移动
fixed4 frag(v2f i) : COLOR
{
fixed4 color = tex2D(_MainTex, i.uv);
fixed2 light_uv = (i.uv + fixed2(0, _Time.y * _speed % _interval - _interval * 0.5)) * _width;
light_uv = mul(fixed2x2(-0.5, _rotation, 0, 0), light_uv);
fixed rgba = lerp(1, 0, abs(light_uv.x));
if( rgba > 0 )
color.rgb += rgba;
return color;
}
整体可用代码如下,可以直接拿去用。
Shader "mgo/image/image_move_light"
{
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
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
_width("Light Width", Range(0, 20)) = 1 //光线宽度系数,值越大效果越细
_speed("Light Speed", Range(2, 30)) = 5
_rotation("Light Angle" , Range(0.1, 0.8)) = 0.15
_interval("Time Interval" , Range(1, 40)) = 4
}
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;
uniform float _width;
uniform float _speed;
uniform float _rotation;
uniform float _interval;
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.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
fixed2 light_uv = (IN.texcoord + fixed2(0, _Time.y * _speed % _interval - _interval * 0.5)) * _width;
light_uv = mul(fixed2x2(-0.5, _rotation, 0, 0), light_uv);
fixed rgba = lerp(1, 0, abs(light_uv.x));
if (rgba > 0)
color.rgb += rgba;
return color;
}
ENDCG
}
}
}