【Unity3d Shader】按钮上加一道光

 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
		}
	}
}

 

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