自己写shader-UI马赛克渐进式显现

思路:

1.将UV切割成一个个小方块
2.方块标记
3.达到条件的方块开始显现

问题:

UI的模型只有4个顶点,所以要在片元里做计算。

脚本:

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Mytest/ShowRectImage"
{
    //图片马赛克式显现
        //ui只能在片元计算,顶点太少了
    //1.uv分割成小方块
    //2.一个边界值控制哪些方块开始显现
    //3.每个方块一个初始alpha,然后增加到1
    

    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}

       

        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

         //切割大小
        _CellSize("Cell Size",Range(0,1))=0.2
        //控制
        _ShowValue("Show Value",Range(0,2))=0


        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                half4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;

            float _CellSize;
            float _ShowValue;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;

              

                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                //分割
                float2 uv = IN.texcoord.xy;
                uv.x = 1-uv.x;
                int indexRectx = floor(uv.x / _CellSize);
                int indexRecty = floor(uv.y / _CellSize);
                float vvvv = (_ShowValue)/_CellSize -1;
                if(indexRectx>vvvv && indexRecty>vvvv){
                    IN.color.a = 0;
                }else{
                   if(_ShowValue-uv.x<_CellSize  && _ShowValue-uv.y<_CellSize){
                    IN.color.a = 0.5;
                   }
                }


                half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
        ENDCG
        }
    }
}

优化:

1.可以加噪声图,来达到每个方块有不同的初始效果。
2.对不同方块的标记方式以及满足条件,可以达到线性显示,也能像拼图一样随机显示

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