效果:
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UV乒乓动画效果.gif
//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Animated_PingPong"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
//乒乓动画偏移UV_X
AnimatedPingPongOffsetUV_1_OffsetX_1("AnimatedPingPongOffsetUV_1_OffsetX_1", Range(-1, 1)) = 0.182
//乒乓动画偏移UV_Y
AnimatedPingPongOffsetUV_1_OffsetY_1("AnimatedPingPongOffsetUV_1_OffsetY_1", Range(-1, 1)) = 0
//乒乓动画缩放UV_X
AnimatedPingPongOffsetUV_1_ZoomX_1("AnimatedPingPongOffsetUV_1_ZoomX_1", Range(1, 10)) = 1
//乒乓动画缩放UV_Y
AnimatedPingPongOffsetUV_1_ZoomY_1("AnimatedPingPongOffsetUV_1_ZoomY_1", Range(1, 10)) = 1
//乒乓动画速度
AnimatedPingPongOffsetUV_1_Speed_1("AnimatedPingPongOffsetUV_1_Speed_1", Range(-1, 1)) = 0.354
//UV 插值
_LerpUV_Fade_1("_LerpUV_Fade_1", Range(0, 1)) = 1
//UV 渐淡
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
// 渲染队列=透明通道 忽略投影 渲染类型 预览类型=面板 可以使用精灵图吗
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
//深度缓存 透明度混合 背面渲染剔除
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
//声明顶点着色器代码块
#pragma vertex vert
//声明片元着色器代码块
#pragma fragment frag
//使用低精度渲染
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t{
float4 vertex : POSITION;//顶点位置信息
float4 color : COLOR;//颜色信息
float2 texcoord : TEXCOORD0;//纹理坐标集
};
struct v2f
{
float2 texcoord : TEXCOORD0;//纹理坐标集
float4 vertex : SV_POSITION;//屏幕位置信息
float4 color : COLOR;//颜色信息
};
//对应上面材质属性
sampler2D _MainTex;
float _SpriteFade;
float AnimatedPingPongOffsetUV_1_OffsetX_1;
float AnimatedPingPongOffsetUV_1_OffsetY_1;
float AnimatedPingPongOffsetUV_1_ZoomX_1;
float AnimatedPingPongOffsetUV_1_ZoomY_1;
float AnimatedPingPongOffsetUV_1_Speed_1;
float _LerpUV_Fade_1;
//顶点着色器代码块
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);//从模型空间转换到裁剪空间
OUT.texcoord = IN.texcoord;//纹理坐标集
OUT.color = IN.color;//颜色
return OUT;
}
//New! 乒乓动画偏移UV
float2 AnimatedPingPongOffsetUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy, float speed)
{
//用sin函数获取到一个正玄曲线,乒乓的动画就是根据这个曲线来的
float time = sin(_Time * 100* speed) * 0.1;
speed *= time * 25;
//对UV坐标进行偏移
uv += float2(offsetx, offsety)*speed;
//对UV进行缩放
uv = uv * float2(zoomx, zoomy);
return uv;
}
//片元着色器代码块
float4 frag (v2f i) : COLOR
{
//乒乓动画偏移UV
float2 AnimatedPingPongOffsetUV_1 = AnimatedPingPongOffsetUV(i.texcoord,AnimatedPingPongOffsetUV_1_OffsetX_1,AnimatedPingPongOffsetUV_1_OffsetY_1,AnimatedPingPongOffsetUV_1_ZoomX_1,AnimatedPingPongOffsetUV_1_ZoomY_1,AnimatedPingPongOffsetUV_1_Speed_1);
//UV插值(这里插值可以矫正前面缩放比和动画速度,原理上就是让处理后的UV更接近处理前的UV)
i.texcoord = lerp(i.texcoord,AnimatedPingPongOffsetUV_1,_LerpUV_Fade_1);
//纹理采样
float4 _MainTex_1 = tex2D(_MainTex,i.texcoord);
//声明最终结果
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
//对透明通道进行渐淡处理
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}
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