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  • [Shader]暗黑3血条效果2

    <1>效果图1直线瓶颈  效果图2波浪瓶颈

                   

    <2>添加破浪     

    half val =uv.y+ sin((uv.x * 4 + _Time.y * 4))*0.8; 
    val *= 0.1;

    col.a = uv.y+val > _Fill ? 0 : col.a;

    <2>源码

    Shader "UI/UI2"
    {
    Properties
    {
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    _Noise("_Noise 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

    //My
    _Speed("速度",Range(0,1)) = 1
    _Fill("高度",Range(0,1)) = 1
    _Conc("浓度",Range(1,5)) = 1
    _Trans("透明度",Range(0,1)) = 1
    _BlendX("混合贴图X",2D) = "white" {}
    _BlendY("混合贴图Y",2D) = "white" {}

    [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 __ UNITY_UI_ALPHACLIP
    #define PI 3.1415926

    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;
    UNITY_VERTEX_OUTPUT_STEREO
    };

    fixed4 _Color;
    fixed4 _TextureSampleAdd;
    float4 _ClipRect;
    float _Speed;
    float _Fill;
    float _Conc;
    float _Trans;

    v2f vert(appdata_t IN)
    {
    v2f OUT;
    UNITY_SETUP_INSTANCE_ID(IN);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
    OUT.worldPosition = IN.vertex;
    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

    OUT.texcoord = IN.texcoord;

    OUT.color = IN.color * _Color;
    return OUT;
    }

    sampler2D _MainTex;
    sampler2D _Noise;
    sampler2D _GrabTexture;
    sampler2D _BlendX;
    sampler2D _BlendY;

    fixed4 frag(v2f IN) : SV_Target
    {
    half2 uv = IN.texcoord;
    half4 col = IN.color;
    _Speed = _Speed*0.1;

    //采样噪声图
    half4 no1 = tex2D(_Noise, uv + _Time.xz*_Speed);
    half4 no2 = tex2D(_Noise, uv - _Time.zx*_Speed);
    half4 no3 = tex2D(_Noise, uv - _Time.yz*_Speed);

    if (_Fill - uv.y < 0.02) {
    _Color *= 20;
    //_Color. = 0;
    _Color.b = 0;
    _Color.a = sin(_Time.y%PI);
    }

    col.a = uv.y > _Fill ? 0 : col.a;
    col.a *= _Trans;

    half4 color = (tex2D(_MainTex, uv)*tex2D(_BlendX, float2(no1.x,no2.x))*tex2D(_BlendY, uv*float2(no2.x,no3.x))*_Color + _TextureSampleAdd);
    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
    color.a *= col.a;
    #ifdef UNITY_UI_ALPHACLIP
    clip(color.a - 0.001);
    #endif

    return color;
    }
    ENDCG
    }
    }
    }

            

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  • 原文地址:https://www.cnblogs.com/cocotang/p/7411000.html
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