最高效! 最高效!! 最高效!!!!的实现:从上到下逐渐消融的效果:
话不多说:上代码
Shader "Unlit/dissolve"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DissolveTex ("DissolveTex", 2D) = "white" {}
_DissolveY("Current Y of the dissolve effect",float) = 10
_DissolveSize("Size of the effect",float) = 2
_StartingY("Starting Point of the effect",float)=-10
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DissolveTex;
float _DissolveY;
float _DissolveSize;
float _StartingY;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float transition= _DissolveY - i.worldPos.y;
clip(_StartingY + (transition + (tex2D(_DissolveTex,i.uv))* _DissolveSize));
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
这里特别说明一下:Clip函数:
(1)clip()函数可以丢弃掉一些不满足条件的像素
比如clip(xx.a-0.3)将丢弃掉alpha值小于0.3的像素。
等价于
if(xx.a<0.3)
discard;
(2)意思就是 clip(小于0的数):结果是会被全部丢弃
例如 clip(-1)会全部丢弃,clip(0)全部显示,不是必须使用clip(a-b)这种僵硬表达式。
(3)写了一个C#测试脚本,参数就是上图中的,自己动手+思考
就能深刻理解:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dissolve : MonoBehaviour
{
public Material dissolveMaterial;
public float speed,min, startTime;
private float currentY = 10;
private void Update(){
if(currentY > -30){
dissolveMaterial.SetFloat("_DissolveY",currentY);
currentY -= Time.deltaTime * speed;
Debug.LogError("currentY="+currentY);
}
if (Input.GetKeyDown(KeyCode.E))
{
TriggerEffect();
}
}
private void TriggerEffect(){
currentY =5;
startTime = Time.time;
}
}
这几天有点懈怠了!!不要为自己找借口~~ i love you !!!