Unity 实现刮刮乐效果(Shader)

本文介绍了如何使用Unity的Shader编写脚本,实现刮刮卡的初始化、渲染以及透明度控制。涉及了Hidden/ScratchCardShader的属性设置和不同Pass的编程逻辑。
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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

        }



    }




}

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