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  • NGUI图片闪光

    先上效果

    Shader

    Shader "Unlit/Transparent Colored Flow Texture"
    {
    	Properties
    	{
    		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
    		_FlashTex("Flash (RGB), Alpha (A)", 2D) = "white" {}
    		_FlashColor("Flash Color", Color) = (1,1,1,0)
    		_Interval("Interval", Float) = 5
            
    	}
    	
    	SubShader
    	{
    		LOD 200
    
    		Tags
    		{
    			"Queue" = "Transparent"
    			"IgnoreProjector" = "True"
    			"RenderType" = "Transparent"
    		}
    		
    		Pass
    		{
    			Cull Off
    			Lighting Off
    			ZWrite Off
    			Fog { Mode Off }
    			Offset -1, -1
    			Blend SrcAlpha OneMinusSrcAlpha
    
    			CGPROGRAM
    			#pragma vertex vert
    			#pragma fragment frag			
    			#include "UnityCG.cginc"
    
    			sampler2D _MainTex;
    			float4 _MainTex_ST;
    			sampler2D _FlashTex;
    			float4 _FlashColor;
    			float _Interval;
    			
    			struct appdata_t
    			{
    				float4 vertex : POSITION;
    				float2 texcoord : TEXCOORD0;
    				fixed4 color : COLOR;
    			};
    	
    			struct v2f
    			{
    				float4 vertex : SV_POSITION;
    				half2 texcoord : TEXCOORD0;
    				half2 texcoord1 : TEXCOORD1;
    				fixed4 color : COLOR;
    			};
    	
    			v2f o;
    
    			float mymod(float x, float y)
    			{
    			  return x - y * floor(x/y);
    			}
    
    			v2f vert (appdata_t v)
    			{
    				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    				o.texcoord = v.texcoord;
    				o.texcoord1 = o.texcoord;
    				o.texcoord1.x += mymod(-_Time.w, _Interval) - 1.0f;
    				o.color = v.color;
    				return o;
    			}
    				
    			fixed4 frag (v2f IN) : COLOR
    			{
    				float4 col = tex2D(_MainTex, IN.texcoord) * IN.color;				
                    
                	float4 flashCol = tex2D(_FlashTex,IN.texcoord1)*_FlashColor;
    				col.rgb = col.rgb + flashCol.rgb * flashCol.w;
    				
                    return col;
    			}
    			ENDCG
    		}
    	}
    
    	SubShader
    	{
    		LOD 100
    
    		Tags
    		{
    			"Queue" = "Transparent"
    			"IgnoreProjector" = "True"
    			"RenderType" = "Transparent"
    		}
    		
    		Pass
    		{
    			Cull Off
    			Lighting Off
    			ZWrite Off
    			Fog { Mode Off }
    			Offset -1, -1
    			ColorMask RGB
    			Blend SrcAlpha OneMinusSrcAlpha
    			ColorMaterial AmbientAndDiffuse
    			
    			SetTexture [_MainTex]
    			{
    				Combine Texture * Primary
    			}
    		}
    	}
    }
    

      

      

      

    脚本

    using UnityEngine;
    using System.Collections;
    
    /*-------------------------------------------------------------------
    Copyright 2015 Minty Game LTD. All Rights Reserved.
    Maintained by  bailu 
    -------------------------------------------------------------------
    bailu				2016-01-26 14:45:52
    			带流光的UITexture
    */
    
    [ExecuteInEditMode]
    [RequireComponent(typeof(UITexture))]
    public class UIFlowTexture : MonoBehaviour {
    
    	//流光颜色
    	[SerializeField]
    	private Texture FlowTexture = null;
    
    	//流光时间间隔
    	[SerializeField]
    	private float Interval = 5f;
    
    
    	//流光颜色
    	[SerializeField]
    	private Color FlowColor = Color.white;
    
    
    	//被流光的UITexture
    	private UITexture mUITexture;
    
    	void Awake()
    	{
    		mUITexture = gameObject.GetComponent<UITexture>();
    	}
    
    	// Use this for initialization
    	void Start () 
    	{
    		ResourceManager.PrepareResource<Material>(Resource.Dir.Material + "UITexture_Flow.mat", material =>
    		{
    			mUITexture.material = new Material(material);
    			RefreshMaterialProperty();
    		});
    	}
    
    	[ContextMenu("Refresh Material Property")]
    	public void RefreshMaterialProperty()
    	{
    		var mat = mUITexture.material;
    		if(null==mat)
    		{
    			return;
    		}
    
    		if(null!=FlowTexture)
    		{
    			mat.SetTexture("_FlashTex", FlowTexture);
    		}
    
    		mat.SetFloat("_Interval", Interval);
    
    		mUITexture.MarkAsChanged();
    	}
    
    
    }
    

      

    搞法:

    1、创建个材质命名成UITexture_Flow.mat,把上面的shader拖拽进去。

    2、创建GameObject,挂上UITexture(不用修改的材质,原因是我代码里会去修改他的材质。为什么总是new 新的材质,原因是每个UITexture都要自己流动自己的)

    3、然后再挂上UITextureFlow,设置流光的参数

    注意:如果你放ScrollView下发现裁剪不正确,那就按照NGUI的shader规则,增加XXX 1.shader,XXX 2.shader。

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  • 原文地址:https://www.cnblogs.com/mrblue/p/5163030.html
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