Shader "myPractices/LogoShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater 0.1
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//顶点函数
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
//必须放在使用其的 frag 函数之前,否则无法识别.
//核心: 计算函数, 角度,uv, 光带的X长度, 间隔,开始时间, 偏移, 单次循环时间
float inFlash(float angle, float2 uv, float xLength, int interval, int beginTime,
float offX, float loopTime)
{
//亮度值
float brightness = 0;
//倾斜角
float angleInRed = 0.0174444 * angle;
//当前时间
float currentTime = _Time.y;
//获取本次光照的起始时间
int currentTimeInt = _Time.y/interval;
currentTimeInt *= interval;
//获取本次光照的流逝时间 = 当前时间 - 起始时间
float currentTimePassed = currentTime - currentTimeInt;
if(currentTimePassed > beginTime)
{
//底部左边界和右边界
float xBottomLeftBound;
float xBottomRightBound;
//此点边界
float xPointLeftBound;
float xPointRightBound;
float x0 = currentTimePassed - beginTime;
x0 /= loopTime;
//设置右边界
xBottomRightBound = x0;
//设置左边界
xBottomLeftBound = x0 - xLength;
//投影至x的长度 = y/tan(angle)
float xProjL = (uv.y)/tan(angleInRed);
//此点的左边界 = 底部左边界 - 投影至x的长度
xPointLeftBound = xBottomLeftBound - xProjL;
//此点的右边界 = 底部右边界 - 投影至x的长度
xPointRightBound = xBottomRightBound - xProjL;
//边界加上一个偏移
xPointLeftBound += offX;
xPointRightBound += offX;
//如果该点在区域内
if(uv.x > xPointLeftBound && uv.x < xPointRightBound)
{
//得到发光区域的中心点
float midness = (xPointLeftBound + xPointRightBound)/2;
//趋近中心点的程度,0表示位于边缘, 1 表示位于中心点
float rate = (xLength - 2 * abs(uv.x - midness)) / (xLength);
brightness = rate;
}
}
brightness = max(brightness, 0);
//返回颜色 = 纯白色 * 亮度
float4 col = float4 (1,1,1,1) * brightness;
return brightness;
}
float4 frag (v2f i) : COLOR
{
float4 outp;
//根据uv取得纹理颜色,和常规一样
float4 texCol = tex2D(_MainTex, i.uv);
//传进i.uv等参数,得到亮度值
float tmpBrightness;
tmpBrightness = inFlash(75, i.uv, 0.25, 2, 1, 0.15, 0.5);
//图像区域,判定设置为颜色的A >0.5, 输出为材质颜色 + 光亮值
if(texCol.w >0.5)
{
outp = texCol + float4(1,1,1,1) * tmpBrightness;
}
else
{
outp = float4(0,0,0,0);
}
return outp;
}
ENDCG
}
}
}
工程
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