Shader——UI流光效果
原创
©著作权归作者所有:来自51CTO博客作者mb60e5417d375b8的原创作品,请联系作者获取转载授权,否则将追究法律责任
一:效果演示
二:实现
Shader "Unlit/lighting"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//速度 默认左->右
_Speed ("Speed", range(-2, 2)) = 1.04
//宽度
_Width ("Width", range(1, 10)) = 5.83
//角度
_Angle ("Angle", range(-1, 1)) = 0.33
//亮度
_Light ("Light", range(0, 1)) = 0.51
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float _Speed;
float _Width;
float _Angle;
float _Light;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float x = i.uv.x + i.uv.y * _Angle;
float v = sin(x - _Time.w * _Speed);
v = smoothstep(1 - _Width / 1000, 1.0, v);
float3 target = float3(v, v, v) + col.rgb;
col.rgb = lerp(col.rgb, target, _Light);
return col;
}
ENDCG
}
}
}