Shader流光特效

Shader "Custom/LogoFlas" {
	Properties {
	
	_MainTex ("Base (RGB)", 2D) = "white" {}	
	_FlashColor ("Flash Color", Color) = (1,1,1,1)
	
	_Angle ("Flash Angle", Range(0, 180)) = 45


	_Width ("Flash Width", Range(0, 1)) = 0.2
	
	_LoopTime ("Loop Time", Float) = 1
	
	_Interval ("Time Interval", Float) = 3
	
	//_BeginTime ("Begin Time", Float) = 2
	
	}
	
	SubShader
	
	{
	
	Tags { "Queue"="Transparent" "RenderType"="Transparent" }
	
	CGPROGRAM
	
	#pragma surface surf Lambert alpha exclude_path:prepass noforwardadd
	
	//        #pragma target 3.0
	
	sampler2D _MainTex;
	
	float4 _FlashColor;
	
	float _Angle;
	
	float _Width;


	float _LoopTime;
	
	float _Interval;
	
	//float _BeginTime;
	
	struct Input
	
	{
	
	half2 uv_MainTex;
	
	} ;
	
	float inFlash(half2 uv)
	
	{
	
	float brightness = 0;
	
	float angleInRad = 0.0174444 * _Angle;
	
	float tanInverseInRad = 1.0 / tan(angleInRad);
	
	float currentTime = _Time.y;
	
	float totalTime = _Interval + _LoopTime;
	
	float currentTurnStartTime = (int)((currentTime / totalTime)) * totalTime;


	float currentTurnTimePassed = currentTime - currentTurnStartTime - _Interval;
		
	bool onLeft = (tanInverseInRad > 0);
	
	float xBottomFarLeft = onLeft? 0.0 : tanInverseInRad;
	
	float xBottomFarRight = onLeft? (1.0 + tanInverseInRad) : 1.0;
	
	float percent = currentTurnTimePassed / _LoopTime;


	float xBottomRightBound = xBottomFarLeft + percent * (xBottomFarRight - xBottomFarLeft);	
	float xBottomLeftBound = xBottomRightBound - _Width;
	
	float xProj = uv.x + uv.y * tanInverseInRad;
	
	if(xProj > xBottomLeftBound && xProj < xBottomRightBound)
	
	{
		brightness = 1.0 - abs(2.0 * xProj - (xBottomLeftBound + xBottomRightBound)) / _Width;
//		brightness = 1.0 – abs(2.0 * xProj – (xBottomLeftBound + xBottomRightBound)) / _Width;
	
	}
	
	return brightness;
	
	}
	
	void surf (Input IN, inout SurfaceOutput o)
	
	{
	
	half4 texCol = tex2D(_MainTex, IN.uv_MainTex);
	
	float brightness = inFlash(IN.uv_MainTex);


	o.Albedo = texCol.rgb + _FlashColor.rgb * brightness;
	
	o.Alpha = texCol.a;


}


	ENDCG
	
}
	
	FallBack "Unlit/Transparent"
	
	}
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