前两天在shadertoy上看到了一个图片溶解的效果,移植到unity中并做了一些改动。
1.效果
2.shader
Shader "Custom/UI/Dissolve"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("MainTex", 2D) = "white" {}
_XDistance ("XDistance", Range(-1,1)) = 1
_YDistance ("YDistance", Range(-1,1)) = 1
_Velocity ("Velocity", float) = 1
_BarkgroundColor ("BarkgroundColor", Color) = (1,1,1,0)
}
SubShader
{
Pass{
Tags { "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _XDistance;
float _YDistance;
float _Velocity;
float4 _BarkgroundColor;
sampler2D _BarkgroundTex;
float rand(float2 c){
return frac(sin(dot(c.xy ,float2(12.9898,78.233))) * 43758.5453);
}
v2f vert (a2v i)
{
v2f o;
o.pos = UnityObjectToClipPos(i.vertex);
o.uv = TRANSFORM_TEX(i.texcoord,_MainTex);
return o;
}
float4 frag(v2f i) : SV_TARGET{
float2 uv = i.uv;
float2 offset = sin(_Time.y * _Velocity) * sin(_Time.y * _Velocity) * float2(_XDistance, _YDistance);
float r = rand(uv);
uv -= r * offset;
float4 c = tex2D(_MainTex,uv).rgba;
float2 absOffset = abs(offset);
float2 n = normalize(uv.xy - offset);
float d = dot(offset, n);
if (d < 0.0) {
return _BarkgroundColor * _Color;
}
return c * _Color;
}
ENDCG
}
}
FallBack "Diffuse"
}