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  • Unity3d《Shader篇》Logo闪光特效

    Shader "Custom/Flash" {
        Properties {
            _MainTex ("Base (RGB)", 2D) = "white" {}
            _Color("Diffuse Material Color", Color) = (1,1,1,1)
            _Width("Width", Float) = 0.2
            _Speed("Speed", Float) = 10.0
            _Angle("Angle", Float) = 0.1
        }
        
        SubShader {
            Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
            Blend SrcAlpha OneMinusSrcAlpha
            //AlphaTest Greater 0.1
            
            
            Pass
            {
                CGPROGRAM
    // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members uv)
    #pragma exclude_renderers d3d11 xbox360
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
    
                sampler2D _MainTex;
                float4 _Color;
                float _Width;
                float _Speed;
                float _Angle;
                
                struct v2f {
                    float4 pos : SV_POSITION;
                    float2 uv : TEXCOORD0;
                };
    
                v2f vert(appdata_base v)
                {
                    v2f o;
                    o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                    o.uv = v.texcoord;
                    return o;
                }
                
                float4 frag(v2f i):COLOR
                {
                    float width = _Width*0.5;
                    float4 col = tex2D(_MainTex,i.uv);
                    
                    float pivot = _Time.y*_Speed;
                    //pivot = pivot+i.uv.y*tan(_Angle);
                    pivot = pivot-floor(pivot);
                    
                    float diff = i.uv.x-pivot;
                    
                    float4 flashCol = _Color;
                    if(0==col.w)
                    {
                        flashCol.w = 0;
                    }
                    
                    if(abs(diff)<width)
                    {
                        if(diff<0)
                        {
                            col = lerp(col,flashCol,(width+diff)/width);
                        }
                        else if(diff>=0 )
                        {
                            col = lerp(flashCol,col,diff/width);
                        }
                    }
                    return col;
                }
                
                ENDCG
            }
    
        } 
        FallBack "Diffuse"
    }
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  • 原文地址:https://www.cnblogs.com/mrblue/p/4597633.html
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