Unity Shader 之 RollingImage
- 从unity的官网下载buildin shaders
- 拷贝buildin目录下的文件builtin_shaders-5.5.1f1\DefaultResourcesExtra\UI\UI-Default.shader到工程目录下,并改名叫UI_My_RollingImage.shader。
- 打开UI_My_RollingImage.shader,将名字由”UI/Default”改为”UI/My/RollingImage”
- 在属性中增加一句
_RollingSpeed("Rolling Speed", Vector) = (1,0,0,0)
。 - 在顶点处理函数
v2f vert(appdata_t IN)
前增加滚动速度的变量声明float4 _RollingSpeed;
。 - 将定点处理函数中的
OUT.texcoord = IN.texcoord;
这句后增加一句OUT.texcoord.xy += _Time.xx * _RollingSpeed.xy
。 - 添加脚本UiRollingImage.cs。代码如下:
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RawImage))]
public class UIRollingImage : MonoBehaviour {
public Vector2 rollingSpeed = new Vector2(1.0f, 0.0f);
RawImage rawIamge;
// Use this for initialization
void Start () {
rawIamge = GetComponent<RawImage>();
rawIamge.material.SetVector("_RollingSpeed", new Vector4(rollingSpeed.x, rollingSpeed.y, 0, 0));
}
}
- 将脚本拖到有RawImage组件的GameObject下, 设置参数rollingSpeed,运行。
附:UI_My_RollingImage.shader源码。
```
Shader “UI/My/RollingImage”
{
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
_RollingSpeed("Rolling Speed", Vector) = (1,0,0,0)
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
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;
float4 _RollingSpeed;
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.texcoord.xy += _Time.xx * _RollingSpeed.xy;
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
return color;
}
ENDCG
}
}
}
```