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经常在项目中我们会把游戏的LOGO加上一条光带,实现一种动态的感觉,下面就贴上一份不错的光带算法:- Shader "czm/logo" {
- Properties {
- _MainTex ("Texture", 2D) = "white" { }
- }
- SubShader
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- 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;
- };
- v2f vert (appdata_base v)
- {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
-
- //计算函数
- //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 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
- 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);
- return brightness;
- }
-
- float4 frag (v2f i) : COLOR
- {
- float4 outp;
- outp =float4(0,0,0,0);
- float4 texCol = tex2D(_MainTex,i.uv);
- //得到亮度值
- float tmpBrightness;
- tmpBrightness =inFlash(75,i.uv,0.15f,5f,2f,0.15,0.7f);
- //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(1,1,1,0)*tmpBrightness;
- //空白区域,判定设置为 颜色的A <=0.5,输出空白
- else
- outp =texCol;
- return outp;
- }
- ENDCG
- }
- }
- }
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