国际惯例,先上图
先网上随便找个序列图,切割一下做成动画
然后给spriterenderer设置材质
Shader "Sprites/Diffuse Flash"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_SelfIllum ("Self Illumination",Range(0.0,1.0)) = 0.0
_FlashAmount ("Flash Amount",Range(0.0,1.0)) = 0.0
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert
#pragma multi_compile DUMMY PIXELSNAP_ON
sampler2D _MainTex;
fixed4 _Color;
float _FlashAmount,_SelfIllum;
struct Input
{
float2 uv_MainTex;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
v.vertex = UnityPixelSnap (v.vertex);
#endif
v.normal = float3(0,0,-1);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = lerp(c.rgb,float3(1.0,1.0,1.0),_FlashAmount);
o.Emission = lerp(c.rgb,float3(1.0,1.0,1.0),_FlashAmount) * _SelfIllum;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}
开始撸代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(SpriteRenderer))]
public class flash : MonoBehaviour {
public AnimationCurve m_Curve;
public float m_duration = 1;
private SpriteRenderer m_spriteRenderer;
private Material m_Material;
// Use this for initialization
void Start () {
m_spriteRenderer = GetComponent<SpriteRenderer>();
m_Material =m_spriteRenderer.material;
}
IEnumerator EvaluateCureve(UnityAction<float> update)
{
float time = 0;
while (time<=m_duration)
{
float value = m_Curve.Evaluate(time / m_duration);
time += Time.deltaTime;
update.Invoke(value);
yield return null;
}
}
public void OnMouseDown()
{
StartCoroutine(EvaluateCureve((value)=>m_Material.SetFloat("_FlashAmount",value)));
}
}