序列帧:
Shader "Unlit/22"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_HorizontalNum("HorizontalNum",Float)= 4
_VerticalNum("VerticalNum",Float)=4
_Speed("Speed",Range(0,100))=5
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _HorizontalNum;
float _VerticalNum;
float _Speed;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float time = floor(_Time.y * _Speed);
float row = floor(time/_HorizontalNum);
float column = time - row * _HorizontalNum;
half2 uv = half2(i.uv.x/_HorizontalNum,i.uv.y/_VerticalNum);
uv.x += column / _HorizontalNum;
uv.y += row / _VerticalNum;
fixed4 col = tex2D(_MainTex , uv) * _Color;
return col;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}
滚动的背景:
Shader "Unlit/23"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DetailTex("DetailTex",2D)="white"{}
_SpeedX1("SpeedX1",Range(0,100))=5
_SpeedX2("SpeedX2",Range(0,100))=10
_Multipler("Multipler",Range(0,10))=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DetailTex;
float4 _DetailTex_ST;
float _SpeedX1;
float _SpeedX2;
float _Multipler;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//uv进行偏移:用不用frac都可以
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac( float2(_SpeedX1,0) * _Time.y);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac( float2(_SpeedX2, 0) * _Time.y);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col1 = tex2D(_MainTex, i.uv.xy);
fixed4 col2 = tex2D(_DetailTex,i.uv.zw);
//两层图混合:采用第二张图的透明值进行插值,即:第二张图a为0的地方显示下面的图,为1显示上方的图,中间的进行混合
fixed4 final = lerp(col1,col2,col2.a);
//提高亮度值
final.rgb *= _Multipler;
return final;
}
ENDCG
}
}
Fallback "VertexLit"
}
顶点动画:
Shader "Unlit/24"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color)=(1,1,1,1)
_Magnitude("Distortion Magnitude",Float)=1
_Frequency("Distortion Frequency",Float)=1
_InvWaveLength("Distortion Inverse Wave Length",Float)=10
_Speed("Speed",Float)=0.5
}
SubShader
{
//顶点动画Tags
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True" }
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _Magnitude;
float _Frequency;
float _InvWaveLength;
float _Speed;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (a2v v)
{
v2f o;
float4 offset;
offset.xzw = float3(0,0,0);
//根据不同x顶点位置动画
offset.y = sin(_Time.y * _Frequency + v.vertex.x * _InvWaveLength ) * _Magnitude;
o.pos = UnityObjectToClipPos(v.vertex + offset);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
//控制uv移动
o.uv += float2(_Time.y * _Speed,0);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.rgb *= _Color.rgb;
return col;
}
ENDCG
}
//自定义顶点投射阴影pass
Pass
{
Tags{"LightMode"="ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
float _Magnitude;
float _Frequency;
float _InvWaveLength;
float _Speed;
struct a2v
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
float3 normal:TEXCOORD1;
};
struct v2f
{
//宏里会定义pos
V2F_SHADOW_CASTER;
};
v2f vert(a2v v)
{
v2f o;
float4 offset = float4(0,0,0,0);
offset.y = sin(_Time.y * _Frequency + v.vertex.x * _InvWaveLength) * _Magnitude;
v.vertex = v.vertex + offset;
//此处需要 a2v中有定义normal,否则报错
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
fixed4 frag(v2f i) :SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
//Fallback "VertexLit"
}
广告牌:
Shader "Unlit/25"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color)=(1,1,1,1)
_Ratio("Ratio",Range(0,1))=0.5
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" "DisableBatching"="True"}
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Ratio;
v2f vert (appdata v)
{
v2f o;
float3 center = float3(0,0,0);
float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1));
float3 normalDir = viewer - center;
normalDir.y *= _Ratio;
normalDir = normalize(normalDir);
float3 upDir = abs(normalDir.y > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0));
float3 rightDir = normalize(cross(upDir,normalDir));
upDir = normalize(cross(normalDir,rightDir));
float3 centerOffset = v.vertex.xyz - center;
float3 localPos = center + rightDir * centerOffset.x + upDir * centerOffset.y + normalDir.z * centerOffset.z;
o.vertex = UnityObjectToClipPos(float4(localPos,1));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.x = 1 - o.uv.x;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.rgb *= _Color.rgb;
return col;
}
ENDCG
}
}
}