最近有一个在UI上闪光的需求,网上一搜还是挺多的,一位大神的代码完全可用,推荐给大家,lin另外我也xiao小小小的 修改了一下加上了自定义光带颜色,不会shader伤不起啊······················
膜拜大神:传送门
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/LightingBand"
{
Properties{
_MainTex("Texture", 2D) = "white" { }
_Color("Main Color", Color) = (1.000000,1.000000,1.000000,1.000000)
}
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;
float4 _Color;
//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;
//倾斜角度转弧度 ps: pi/180 * 60
float angleInRad = 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;
xProjL = (uv.y) / tan(angleInRad);
//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 其实也不需要,x0是和loopTime线性相关
//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;
//返回亮度(0 - 1)
return brightness;
}
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//顶点函数没什么特别的,和常规一样
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
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,0.25,5,2,1,1);
//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 + _Color *tmpBrightness;
//空白区域,判定设置为 颜色的A <=0.5,输出空白
else
outp = float4(0,0,0,0);
return outp;
}
ENDCG
}
}
}