1、建立材质
2、写Shader
3、流光Texture样式赋值
4、把材质给UI
Shader "Sprites/FlowLight"
{
Properties
{
[PerRendererData]
_MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle]
PixelSnap("Pixel snap", float) = 0
_FlowlightTex("Flowlight Texture", 2D) = "white" {}
_Power("Power", float) = 1
_SpeedX("SpeedX", float) = 1
_SpeedY("SpeedY", float) = 0
//以下代码块可以有效防止Editor报缺失参数的错误(笔者踩过的坑)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
//-----
}
SubShader
{
Tags{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
//以下代码块可以有效防止Editor报缺失参数的错误(笔者踩过的坑)
Stencil{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
//----
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 texflow : TEXCOORD1;
};
fixed4 _Color;
sampler2D _FlowlightTex;
fixed4 _FlowlightTex_ST;
fixed _SpeedX;
fixed _SpeedY;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.texflow = TRANSFORM_TEX(IN.texcoord, _FlowlightTex);
OUT.texflow.x += _Time * _SpeedX;
OUT.texflow.y += _Time * _SpeedY;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
float _Power;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord);
fixed4 cadd = tex2D(_FlowlightTex, IN.texflow) * _Power;
cadd.rgb *= c.rgb;
c.rgb += cadd.rgb;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
流光材质贴图示例
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