不废话,上shader:
Shader "HGJ/RImgLer"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white"{}
_LerpRate("LerpRate",Range(0,1))=1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
sampler2D _MainTex;
fixed _LerpRate;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
if (IN.texcoord.y <= _LerpRate)
color.a = color.a*IN.texcoord.y / _LerpRate;
return color;
}
ENDCG
}
}
}
好,再上控制脚本:
using UnityEngine;
using UnityEngine.UI;
public class LerpControll : MonoBehaviour {
public Material mat;
[SerializeField]
[Range(0f,1f)]
public float rate;
void Start()
{
this.transform.GetComponent<RawImage>().material.SetFloat("_LerpRate", rate);
}
public void SetRate(float _rate)
{
float tempRate = _rate < 0f ? 0 : (_rate > 1f ? 1f : _rate);
mat.SetFloat("_LerpRate", _rate);
}
}