- ImageFadeEffect.cs
using UnityEngine;
using UnityEngine.UI;
public class ImageFadeEffect : MonoBehaviour
{
public bool inEffect = true;
private Material material;
private float tick;
private int factor;
void Awake()
{
tick = -0.1f;
factor = 1;
material = GetComponent<Image>().material;
if (inEffect)
material.SetFloat("_InOut", 0);
else
material.SetFloat("_InOut", 1);
}
void Update()
{
tick += Time.deltaTime * factor;
if (tick >= 1.5f)
{
tick = 1.5f;
factor = -1;
}
else if (tick <= -0.1f)
{
tick = -0.1f;
factor = 1;
}
material.SetFloat("_Offset", tick);
}
}
- Fade.shader
Shader "UI/Effect/Fade"
{
Properties
{
[PerRendererData]_MainTex("Sprite Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Offset("Offset", Range(-0.1,1.5)) = 0
_InOut("InOut", Range(0,1)) = 0
_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"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
half2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
sampler2D _MainTex;
fixed4 _Color;
float _Offset;
float _InOut;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 frag(v2f i) : COLOR
{
float2 uv = i.texcoord.xy;
float4 tex = tex2D(_MainTex, uv) * i.color;
float2 center = float2(0, 1);
float dist = smoothstep(_Offset, _Offset + 0.5, length(center - float2(i.texcoord.x, i.texcoord.y - 0.25)));
float c = lerp(dist, 1-dist, step(_InOut, 0));
tex.a *= c;
return tex;
}
ENDCG
}
}
Fallback "Sprites/Default"
}
Shader中最重要的是frag中的这三行
float2 center = float2(0, 1);
float dist = smoothstep(_Offset, _Offset + 0.5, length(center - float2(i.texcoord.x, i.texcoord.y - 0.25)));
float c = lerp(dist, 1-dist, step(_InOut, 0));
这里的float2(i.texcoord.x, i.texcoord.y - 0.25)
为什么要减去0.25呢,主要是为了与中心center有一个偏移值,0.25只是个经验值。
-
Inspector面板
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