原理:
就是在原先的模型表面叠加一层可以流动的图片,
算法代码:
float2 tex;
tex = float2(i.uv.x - _Time.x * _Speed,i.uv.y);
fixed4 col0 = tex2D(_Tex, tex)* _Strenth;
fixed4 col1 = tex2D(_MainTex, i.uv);
return col0 + col1;
这里Speed用的float调节速度大小,strenth是调节流光图的显示的强度
效果:
完整代码如下:
Shader "Custom/TimeShader"
{
Properties
{
_MainTex("MainTexture",2D) = "white"{}
_Tex ("Texture", 2D) = "white" {}
_Speed ("Speed",float) = 1.2
_Strenth("Strenth",Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 tex : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 tex: TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Tex;
float4 _Tex_ST;
float _Speed;
float _Strenth;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _Tex);
o.tex = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 tex;
tex = float2(i.uv.x - _Time.x * _Speed,i.uv.y);
fixed4 col0 = tex2D(_Tex, tex)* _Strenth;
fixed4 col1 = tex2D(_MainTex, i.uv);
return col0 + col1;
}
ENDCG
}
}
}