Shader实例:2D流光
准备:
1.一张背景图
2.一张流光图
3.一张过滤图
like this:
效果:
代码:
复制代码
Shader “Custom/2d_flow”
{
Properties
{
_MainTex(“main tex”,2d) = “”{}//主贴图
_FlowTex(“flow tex”,2d) = “”{}//流光图
_MaskTex(“mask tex”,2d) = “”{}//过滤图
_FlowSpeed(“speed”, Range(0,1)) = 1.0//流光移动速度
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"UnityCG.cginc"
sampler2D _MainTex;
sampler2D _FlowTex;
sampler2D _MaskTex;
float _FlowSpeed;
struct v2f
{
float4 vertex:POSITION;
float4 uv:TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f IN):COLOR
{
//采样主贴图
half4 c = tex2D(_MainTex,IN.uv);
//流光uv移动
half2 flow_uv = half2(IN.uv.x / 2,IN.uv.y);
flow_uv.x += -_FlowSpeed * _Time.w;
half4 flow = tex2D(_FlowTex, flow_uv);
flow.rgb *= half3(1,1,0);
//根据过滤图的alpha值,将流光效果限制在文字上
half4 mask = tex2D(_MaskTex,IN.uv);
if (mask.a == 1)
{
c.rgb /= 1.5;
c.rgb += flow.rgb;
}
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}