示例项目链接:https://download.csdn.net/download/lq1340817945/18250384
溶解前UI:
溶解部分后UI:
对应的shader
Shader "default/定点溶解UI"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[Vector2(1)] _DissolveCenterUV("Dissolve Center UV", Vector) = (0,1,0)
_WorldSpaceScale("World Space Dissolve Factor", float) = 0.1
_DissTex("Dissolve Texture", 2D) = "white"{}
_EdgeWidth("Edge Wdith", float) = 0
[HDR]_DlvEdgeColor("Dissolve Edge Color", Color) = (0.0, 0.0, 0.0, 0)
_Smoothness("Smoothness", Range(0.001, 1)) = 0.2
[ScaleOffset] _DissTex_Scroll("Scroll", Vector) = (0, 0, 0, 0)
_Clip("Clip", float) = 0
}
SubShader
{
Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _DissTex;
float4 _MainTex_ST;
float4 _DissTex_ST;
float2 _DissolveCenterUV;
half _Clip;
half _WorldSpaceScale;
half _Smoothness;
float4 _DlvEdgeColor;
float _EdgeWidth;
float2 _DissTex_Scroll;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _DissTex) + frac(_DissTex_Scroll.xy * _Time.x);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv.xy);
fixed dissove = tex2D(_DissTex, i.uv.zw).r;
float dist = distance(_DissolveCenterUV, i.uv.xy);
dissove = dissove + dist * _WorldSpaceScale;
float dissolve_alpha = step(_Clip, dissove);
clip(dissolve_alpha - 0.5);
float edge_area = saturate(1 - saturate((dissove - _Clip - _EdgeWidth) / _Smoothness));
edge_area *= _DlvEdgeColor.a;
col.rgb = col.rgb * (1 - edge_area) + _DlvEdgeColor.rgb * edge_area;
return col;
}
ENDCG
}
}
}
如果不想下载示例项目,自己使用C#脚本调整shader的_Clip值
private Material m = _Image.material;
m.SetFloat("_Clip", Mathf.Lerp(from, to, t));