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  • Unity 流光shader

    Shader "Custom/DataFlowEffect"
    {
        Properties
        {
            _MainColor("Main Color",Color) = (1,1,1,1)
            _MainTex("Main Texture",2D) = "white"{}
            _Specular("Specular",Color) = (1,1,1,1)
            _Gloss("Gloss",Range(0,255)) = 20.0
            _FlowTex("Flow Tex (A)",2D) = "black"{}
            _FlowColor("Flow Color (RGBA)",Color)=(1,1,1,1)
            _FlowIdleTime("FlowInternal",Range(0,10))=1.0
            _FlowDuring("FlowDuring",Range(0,10))=1.0
            _FlowMaskTex("FlowMasking (A)",2D)="white"{}
            _FlowDirection("FlowDirection",Int)= 0
            _FlowBeginTime("Flow Begin Time",Float)=0
        }
    
        SubShader
        {
            Tags{"RenderType" = "Opaque" "Queue"="Geometry"}
    
            Pass
            {
                Tags{"LightMode"="ForwardBase"}
                Blend SrcAlpha OneMinusSrcAlpha
    
                CGPROGRAM
    
                #pragma vertex vert
                #pragma fragment frag
    
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
    
                sampler2D _MainTex;     //颜色贴图
                half4 _MainTex_ST;      //颜色UV 缩放和偏移
                fixed3 _MainColor;      //漫反射颜色
                fixed3 _Specular;       //高光颜色
                fixed _Gloss;           //高光度
                sampler2D _FlowTex;     //数据流图片
                fixed4 _FlowColor;      //数据流颜色叠加
                half4 _FlowTex_ST;      //数据流贴图UV的缩放和偏移
                fixed _FlowIdleTime;    //流动动画间歇时间
                fixed _FlowDuring;      //流动动画播放时间
                sampler2D _FlowMaskTex; //流动遮罩
                fixed _FlowDirection;   //流动方向
                float _FlowBeginTime;   //流动效果开始的时间
    
                struct a2v
                {
                    half4 pos: POSITION;
                    half3 normal :NORMAL;
                    half4 texcoord : TEXCOORD0;
                };
    
                struct v2f
                {
                    half4 position : SV_POSITION;
                    half2 uv : TEXCOORD0;
                    half3 worldNormal : TEXCOORD1;
                    half3 worldPos : TEXCOORD2;
                    half2 flowUV : TEXCOORD3;
                };
    
                v2f vert(a2v i)
                {
                    v2f v;
                    v.position = UnityObjectToClipPos(i.pos);
                    v.uv = i.texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
                    v.worldNormal = mul(unity_ObjectToWorld,i.normal);
                    v.worldPos = mul(unity_ObjectToWorld,i.pos);
                    v.flowUV = i.texcoord * _FlowTex_ST.xy + _FlowTex_ST.zw;
                    return v;
                }
    
                //uv - vert的uv坐标
                //scale - 贴图缩放
                //idleTime - 每次循环开始后多长时间,开始流动
                //loopTime - 单次流动时间
                fixed4 getFlowColor(half2 uv,int scale,fixed idleTime,fixed loopTime)
                {
                    //当前运行时间
                    half flowTime_ = _Time.y - _FlowBeginTime;
    
                    //上一次循环开始,到本次循环开始的时间间隔
                    half internal = idleTime + loopTime;
    
                    //当前循环执行时间
                    half curLoopTime = fmod(flowTime_,internal);
    
                    //每次开始流动之前,有个停止间隔,检测是否可以流动了
                    if(curLoopTime > idleTime)
                    {
                        //已经流动时间
                        half actionTime = curLoopTime - idleTime;
    
                        //流动进度百分比
                        half actionPercentage = actionTime / loopTime;
    
                        half length = 1.0 / scale;
    
                        //从下往上流动
                        //计算方式:设:y = ax + b,其中y为下边界值,x为流动进度
                        //根据我们要求可以,x=0时y=-length;x=1时y=1;带入解方程
                        half bottomBorder = actionPercentage * (1+length) - length;
                        half topBorder = bottomBorder + length;
    
                        //从上往下流动
                        //求解方法与上面类似
                        if(_FlowDirection < 0)
                        {
                            topBorder = (-1-length) * actionPercentage + 1 + length;
                            bottomBorder = topBorder - length;
                        }
    
                        if(uv.y < topBorder && uv.y > bottomBorder)
                        {
                            half y = (uv.y - bottomBorder) / length;
                            return tex2D(_FlowTex,fixed2(uv.x,y)); 
                        }
                    }
    
                    return fixed4(1,1,1,0);
                }
    
                fixed4 frag(v2f v):SV_Target
                {
                    //计算漫反射系数
                    fixed3 albedo = tex2D(_MainTex,v.uv) * _MainColor;
    
                    //计算环境光
                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
    
    
                    fixed3 worldNormal = normalize(v.worldNormal);                              //世界坐标的法线方向
                    fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(v.worldPos));      //世界坐标的光照方向
                    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(v.worldPos));        //世界坐标的视角方向
    
                    //计算漫反射颜色,采用Half-Lambert模型
                    fixed3 lightColor = _LightColor0.rgb;
                    fixed3 diffuse = lightColor * albedo * max(0,0.5*dot(worldNormal,worldLightDir)+0.5);
    
                    //计算高光,采用Blinn-Phone高光模型
                    fixed3 halfDir = normalize(worldViewDir + worldLightDir);
                    fixed3 specColor = _Specular * lightColor * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
    
                    //叠加流动贴图                
                    fixed4 flowColor = getFlowColor(v.uv,_FlowTex_ST.y,_FlowIdleTime,_FlowDuring);  
                    fixed4 flowMaskColor = tex2D(_FlowMaskTex,v.uv);
    
                    //与遮罩贴图进行混合,只显示遮罩贴图不透明的部分
                    flowColor.a = flowMaskColor.a * flowColor.a * _FlowColor.a;
    
                    fixed3 finalDiffuse = lerp(diffuse,_FlowColor,flowColor.a);
    
                    return fixed4(ambient + finalDiffuse+specColor,1);
                }
    
                ENDCG
            }
        }
        Fallback "Diffuse"
    }
    

      

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  • 原文地址:https://www.cnblogs.com/guaishoudashu/p/11268376.html
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