Shader --- 法阵
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Shader --- 法阵
小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.
? ? ? 發(fā)現(xiàn)去百度拉圖的時(shí)候竟然無意的拉了一張魔法陣的圖,所以就想看看能不能瞎做一個(gè)東西出來
(Shader?學(xué)習(xí)中ing)
其中模擬雨點(diǎn)鏈接? ?----? ?https://gameinstitute.qq.com/community/detail/125291
貼圖鏈接? ? ? ? ? ? ? ? ?----? ??http://www.cnblogs.com/yfish/p/6842406.html
效果圖如下,
Shader 代碼:
Shader "ShaderTest/_Magic" {properties{[HDR]_MainColor("Main Color",color) = (1,1,1,1)_MainTex("Main Texcoord",2D) = "while" {}_StarTex("Star Texcoord",2D) = "while" {}_Discard("Discard Value",range(0,9)) = 0_NormalScale("Noraml Scale",range(1,2)) = 0.1}SubShader{Tags{"RenderType"="Opaque" "Queue"="Transparent"}LOD 200pass{blend SrcAlpha oneZWrite offCGPROGRAM#include "UnityCG.cginc"#pragma vertex vert#pragma fragment fragstruct v2f{float4 pos : POSITION;fixed4 uv : TEXCOORD0;};sampler2D _MainTex,_StarTex;float4 _MainTex_ST,_StarTex_ST;float4 _MainColor;float _Discard;float _NormalScale;v2f vert(appdata_full v){v2f o;v.vertex += v.vertex * _NormalScale;float timer = _Time.y;v.vertex *= float4(_NormalScale,_NormalScale,_NormalScale,1);float4x4 rotate = float4x4(cos(timer),0,sin(timer),0,0,1,0,0,-sin(timer),0,cos(timer),0,0,0,0,1);//float4x4 scale = float4x4//(// _NormalScale,0,0,0,// 0,_NormalScale,0,0,// 0,0,_NormalScale,0,// 0,0,0,1//);float4x4 MVP = UNITY_MATRIX_MVP;//v.vertex = mul(scale,v.vertex);rotate = mul(MVP,rotate);o.pos = mul(rotate,v.vertex);o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;o.uv.zw = v.texcoord.xy * _StarTex_ST.xy - _Time.x ;return o;}fixed4 frag(v2f v) : COLOR{fixed4 color = tex2D(_MainTex,v.uv.xy);fixed4 star = tex2D(_StarTex,v.uv.zw);// 這里是因?yàn)槲艺业降膱D片沒有Alpha通道,前兩天刷電腦,也沒有裝PS - - float star_c = (star.r + star.g + star.b);color += star;color *= _MainColor;float c = color.r + color.g + color.b;float2 uv = v.uv;// 這里是因?yàn)檫吘売幸粭l白線 不用PS的原因如上if(uv.x > 0.8 || uv.x < 0.2 || uv.y > 0.8 || uv.y < 0.2 || c < _Discard){discard;}return color;}ENDCG}pass{blend SrcAlpha SrcAlphaZWrite offCGPROGRAM#include "UnityCG.cginc"#pragma vertex vert#pragma fragment fragstruct v2f{float4 pos : POSITION;fixed2 uv : TEXCOORD0;};sampler2D _MainTex;float4 _MainTex_ST;float4 _MainColor;float _Discard;v2f vert(appdata_full v){v2f o;float timer = -_Time.y;float4x4 rotate = float4x4(cos(timer),0,sin(timer),0,0,1,0,0,-sin(timer),0,cos(timer),0,0,0,0,1);float4x4 MVP = UNITY_MATRIX_MVP;rotate = mul(MVP,rotate);o.pos = mul(rotate,v.vertex);o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);return o;}fixed4 frag(v2f v) : COLOR{fixed4 color = tex2D(_MainTex,v.uv);color *= _MainColor;float c = color.r + color.g + color.b;float2 uv = v.uv;if(uv.x > 0.8 || uv.x < 0.2 || uv.y > 0.8 || uv.y < 0.2 || c < _Discard){discard;}color.a = _MainColor.a;return color;}ENDCG}}}C#改變顏色代碼如下
using System.Collections; using System.Collections.Generic; using UnityEngine;public class UpdateMagicColor : MonoBehaviour {[Range(-1000,1000)]public float m_ColorUpdateSpeed;private Color mainColor;private Material magicMaterial;private float tempColor, startColorValue = 0.6025f, endColorValue = 1.7982f;private float[] color;private int colorIndex = 1;void Start(){color = new float[3];magicMaterial = GetComponent<Renderer>().material;mainColor = magicMaterial.GetColor("_MainColor");color[0] = mainColor.r;color[1] = mainColor.g;color[2] = mainColor.b;}void Update(){tempColor += m_ColorUpdateSpeed * Time.deltaTime / 1000;if (tempColor > endColorValue){tempColor = endColorValue;m_ColorUpdateSpeed *= -1;}if (tempColor < startColorValue){tempColor = startColorValue;m_ColorUpdateSpeed *= -1;colorIndex++;colorIndex = colorIndex % 3;}color[colorIndex] = tempColor;mainColor.r = color[0];mainColor.g = color[1];mainColor.b = color[2];magicMaterial.SetColor("_MainColor",mainColor);} }?
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