废话不多说,上代码,后续将发布负责初始化和渲染刮刮效果的脚本与控制交互的脚本
Shader "Hidden/ScratchCard"
{
Properties{
_MainTex("Texture",2D) = "white"{}
_BG("BG",2D) = "white"{}
_BrushPos("BrushPos",Vector) = (0,0,0,0)
_BrushSize("Brush Size",float) = 0.01
_ScaleX("ScaleX",float) = 0.01
}
Subshader{
ZWrite Off
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "LightMode" = "ForwardBase"}
Blend One Zero
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _MainTex_ST;
float4 _BrushPos;
float4 _BrushColor;
float _BrushSize;
float _ScaleX;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
float2 uv = i.uv;
uv.x = uv.x * _ScaleX;
_BrushPos.x = _BrushPos.x * _ScaleX;
if (length(uv - _BrushPos.xy) < _BrushSize) {
col = fixed4(1,1,1,0);
}
return col;
}
ENDCG
}
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;
};
sampler2D _MainTex;
fixed4 _MainTex_ST;
sampler2D _BG;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed4 col = tex2D(_MainTex,i.uv);
fixed4 bgCol = tex2D(_BG,i.uv);
fixed4 color = lerp(bgCol,col,col.a);
return color;
}
ENDCG
}
Pass{
Blend SrcAlpha OneMinusSrcAlpha
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(0.5,0.5,0.5,1);
}
ENDCG
}
}
}