效果图如下
属性栏如下
带Shine Mask效果,可以实现Tex的部分Shine。
完整代码如下
Shader "XKB/Shine"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
_Alpha("General Alpha", Range(0,1)) = 1
_ShineColor("Shine Color", Color) = (1,1,1,1)
_ShineLocation("Shine Location", Range(0,1)) = 0.5
_ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1
_ShineGlow("Shine Glow", Range(0,100)) = 1
[NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType"="Opaque" "IgnoreProjector" = "True" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
half4 color : COLOR;
};
sampler2D _MainTex;
half4 _MainTex_ST, _MainTex_TexelSize, _Color;
half _Alpha;
float _RandomSeed;
sampler2D _ShineMask;
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
half4 frag (v2f i) : SV_Target
{
float2 uvRect = i.uv;
half2 center = half2(0.5, 0.5);
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
half4 col = tex2D(_MainTex, i.uv) * i.color;
half originalAlpha = col.a;
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = tex2D(_ShineMask, i.uv).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
col.a *= _Alpha;
col *= _Color;
return col;
}
ENDCG
}
}
Fallback "Sprites/Default"
}