UnityShader3实现转圈与冷却效果

本文实例为大家分享了UnityShader3实现转圈与冷却效果的具体代码,供大家参考,具体内容如下

参考链接:OpenGL Shader实例分析(3)等待标识效果

一、转圈效果

效果图:

如何实现一个圆绕中心点运动呢?原理很简单,就是随着时间的流逝,起始边固定,而另一条边不断地移动,弧度从0到2*PI,只需求出移动边与圆边的交点,然后画圆即可。至于这个交点,因为圆心的uv为(0.5,0.5),所以交点的坐标就是(0.5 - r * cos(a) , 0.5 + r * sin(a))。

Shader "Custom/Loading"

{

Properties

{

_Color ("Color", Color) = (0, 1, 0, 1)

_Speed ("Speed", Range(1, 10)) = 1

_Radius ("Radius", Range(0, 0.5)) = 0.3

}

SubShader

{

Tags { "Queue" = "Transparent" }

Blend SrcAlpha OneMinusSrcAlpha

ZWrite Off

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

#define PI 3.14159

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float4 vertex : SV_POSITION;

float2 uv : TEXCOORD0;

};

fixed4 _Color;

half _Speed;

fixed _Radius;

fixed4 circle(float2 uv, float2 center, float radius)

{

//if(pow(uv.x - center.x, 2) + pow(uv.y - center.y, 2) < pow(radius, 2)) return _Color;

if(length(uv - center) < radius) return _Color;

else return fixed4(0, 0, 0, 0);

}

v2f vert (appdata v)

{

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = v.uv;

return o;

}

fixed4 frag (v2f i) : SV_Target

{

fixed4 finalCol = (0, 0, 0, 0);

for(int count = 7; count > 1; count--)

{

half radian = fmod(_Time.y * _Speed + count * 0.5, 2 * PI);//弧度

half2 center = half2(0.5 - _Radius * cos(radian), 0.5 + _Radius * sin(radian));

finalCol += circle(i.uv, center, count * 0.01);

}

return finalCol;

}

ENDCG

}

}

}

二.冷却效果

效果图:

参考上面那张原理图,稍加修改就可以了。

Shader "Custom/Cooling"

{

Properties

{

_MainTex ("Texture", 2D) = "white" {}

_Speed ("Speed", Range(1, 10)) = 1

_Color ("Color", Color) = (0, 0, 0, 1)

}

SubShader

{

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

#define PI 3.142

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float4 vertex : SV_POSITION;

float2 uv : TEXCOORD0;

};

sampler2D _MainTex;

float4 _MainTex_ST;

half _Speed;

fixed4 _Color;

v2f vert (appdata v)

{

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = TRANSFORM_TEX(v.uv, _MainTex);

return o;

}

fixed4 frag (v2f i) : SV_Target

{

fixed4 col = tex2D(_MainTex, i.uv);

//以正中间为中心,所以将uv范围映射到(-0.5, 0.5)

float2 uv = i.uv - float2(0.5, 0.5);

//atan2(y, x):反正切,y/x的反正切范围在[-π, π]内

//-1用于控制方向

float radian = atan2(uv.y, uv.x) * -1 + PI;

float2 radian2 = fmod(_Time.y * _Speed, 2 * PI);

fixed v = step(radian, radian2);

if(v > 0) return col;

else return col * _Color;

}

ENDCG

}

}

}

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