效果:
UV旋转扭曲动画效果.gif
//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Animated_Twist"
{
Properties
{
//贴图
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
//扭曲
AnimatedTwistUV_AnimatedTwistUV_Bend_1("AnimatedTwistUV_AnimatedTwistUV_Bend_1", Range(-1, 1)) = 0.354
//偏移_X
AnimatedTwistUV_AnimatedTwistUV_PosX_1("AnimatedTwistUV_AnimatedTwistUV_PosX_1", Range(-1, 2)) = 0.5
//偏移_Y
AnimatedTwistUV_AnimatedTwistUV_PosY_1("AnimatedTwistUV_AnimatedTwistUV_PosY_1", Range(-1, 2)) = 0.5
//旋转半径
AnimatedTwistUV_AnimatedTwistUV_Radius_1("AnimatedTwistUV_AnimatedTwistUV_Radius_1", Range(0, 1)) = 0.5
//速度
AnimatedTwistUV_AnimatedTwistUV_Speed_1("AnimatedTwistUV_AnimatedTwistUV_Speed_1", Range(-10, 10)) = 2.679
//插值
_LerpUV_Fade_1("_LerpUV_Fade_1", Range(0, 1)) = 1
//褪色
_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 渲染类别 预览类型 = 面板 可以使用精灵图集吗
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"
//顶点着色器输入结构体
struct appdata_t{
float4 vertex : POSITION;//位置信息
float4 color : COLOR;//颜色信息
float2 texcoord : TEXCOORD0;//纹理坐标集
};
//片元着色器输入结构体
struct v2f
{
float2 texcoord : TEXCOORD0;//纹理坐标集
float4 vertex : SV_POSITION;//屏幕坐标信息
float4 color : COLOR;//颜色信息
};
//对应开始声明的材质属性
sampler2D _MainTex;
float _SpriteFade;
float AnimatedTwistUV_AnimatedTwistUV_Bend_1;
float AnimatedTwistUV_AnimatedTwistUV_PosX_1;
float AnimatedTwistUV_AnimatedTwistUV_PosY_1;
float AnimatedTwistUV_AnimatedTwistUV_Radius_1;
float AnimatedTwistUV_AnimatedTwistUV_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);//将顶点从模型空间转到裁剪空间
OUT.texcoord = IN.texcoord;//纹理坐标集
OUT.color = IN.color;//颜色信息
return OUT;
}
//UV扭曲动画 uv 扭曲 偏移量X Y 旋转半径 旋转速度
float2 AnimatedTwistUV(float2 uv, float value, float posx, float posy, float radius, float speed)
{
//中心点
float2 center = float2(posx, posy);
//获取UV顶点到中心的向量
float2 tc = uv - center;
//根据向量获取长度
float dist = length(tc);
//如果长度小于旋转半径,范围内旋转
if (dist < radius)
{
//百分比 越靠近中心点,扭曲度越大
float percent = (radius - dist) / radius;
//中心推移量
float theta = percent * percent * 16.0 * sin(value);
//正弦、余弦,用中心推移量乘以时间乘以速度,得到旋转动画
float s = sin(theta + _Time.y * speed);
float c = cos(theta + _Time.y * speed);
//????没看懂
tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
}
//归位
tc += center;
return tc;
}
//片元着色器代码块
float4 frag (v2f i) : COLOR
{
//UV扭曲动画
float2 AnimatedTwistUV_1 = AnimatedTwistUV(i.texcoord,AnimatedTwistUV_AnimatedTwistUV_Bend_1,AnimatedTwistUV_AnimatedTwistUV_PosX_1,AnimatedTwistUV_AnimatedTwistUV_PosY_1,AnimatedTwistUV_AnimatedTwistUV_Radius_1,AnimatedTwistUV_AnimatedTwistUV_Speed_1);
//插值,,可以控制UV在处理后与处理前标量
i.texcoord = lerp(i.texcoord,AnimatedTwistUV_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;
//褪色处理
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}
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