效果:
shader代码:
Shader "Custom/ScannerShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaskTex("MaskTex", 2D) = "white" {}
_EdgeOnly ("Edge Only", Float) = 1.0
_EdgeColor ("Edgge Color", Color) = (0,0,0,1)
_BackgroundColor ("Background Color",Color) = (1,1,1,0)
_Thickness ("Thickness",Float) = 1.0
_Speed("Speed",Range(-1,0))=-0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
cull off
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 maskuv : TEXCOORD0;
float2 uv[9] : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _MaskTex;
half4 _MainTex_TexelSize;
fixed _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
fixed _Thickness;
fixed _Speed;
fixed luminance(fixed4 color)
{
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
half Sobel(v2f i)
{
const half Gx[9] = {-1,-2,-1,0,0,0,1,2,1};
const half Gy[9] = { -1,0,1,-2,0,2,-1,0,1 };
half texColor;
half edgeX = 0;
half edgeY = 0;
for (int it = 0; it < 9; it++)
{
texColor = luminance(tex2D(_MainTex, i.uv[it]));
edgeX += texColor * Gx[it];
edgeY += texColor * Gy[it];
}
half edge = 1 - abs(edgeX) - abs(edgeY);
return edge;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
half2 uv = v.uv;
o.maskuv = v.uv + frac(fixed2(0,_Speed * _Time.y));
//o.maskuv = v.uv + fixed2(0.7 * _Time.y,0);
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1) * _Thickness;
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1)* _Thickness;
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1)* _Thickness;
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0)* _Thickness;
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0)* _Thickness;
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0)* _Thickness;
o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1)* _Thickness;
o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1)* _Thickness;
o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1)* _Thickness;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half edge = Sobel(i);
fixed4 maskColor = tex2D(_MaskTex, i.maskuv);
fixed4 withEdgeColor = lerp(_EdgeColor,tex2D(_MainTex, i.uv[4]),edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
fixed4 col = lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
return fixed4(col.rgb,col.a * (1.0 - maskColor.r));
}
ENDCG
}
}
}