Unity3D Shader实现流光效果

本文实例为大家分享了Unity3D Shader实现流光效果的具体代码,供大家参考,具体内容如下

流光效果图:

演示工程:下载地址

//功能需求:模拟数据传送效果,高亮色块从模型上方移动到下方

//功能分析:这里采用UV动画的方式来实现,利用Alpha贴图控制流动的形状

// 利用Alpha遮罩贴图,控制模型中哪些地方需要进行流动

Shader "Custom/DataFlowEffect"

{

Properties

{

_MainColor("Main Color",Color) = (1,1,1,1)

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

_Specular("Specular",Color) = (1,1,1,1)

_Gloss("Gloss",Range(0,255)) = 20.0

_FlowTex("Flow Tex (A)",2D) = "black"{}

_FlowColor("Flow Color (RGBA)",Color)=(1,1,1,1)

_FlowIdleTime("FlowInternal",Range(0,10))=1.0

_FlowDuring("FlowDuring",Range(0,10))=1.0

_FlowMaskTex("FlowMasking (A)",2D)="white"{}

_FlowDirection("FlowDirection",Int)= 0

_FlowBeginTime("Flow Begin Time",Float)=0

}

SubShader

{

Tags{"RenderType" = "Opaque" "Queue"="Geometry"}

Pass

{

Tags{"LightMode"="ForwardBase"}

Blend SrcAlpha OneMinusSrcAlpha

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

#include "Lighting.cginc"

sampler2D _MainTex; //颜色贴图

half4 _MainTex_ST; //颜色UV 缩放和偏移

fixed3 _MainColor; //漫反射颜色

fixed3 _Specular; //高光颜色

fixed _Gloss; //高光度

sampler2D _FlowTex; //数据流图片

fixed4 _FlowColor; //数据流颜色叠加

half4 _FlowTex_ST; //数据流贴图UV的缩放和偏移

fixed _FlowIdleTime; //流动动画间歇时间

fixed _FlowDuring; //流动动画播放时间

sampler2D _FlowMaskTex; //流动遮罩

fixed _FlowDirection; //流动方向

float _FlowBeginTime; //流动效果开始的时间

struct a2v

{

half4 pos: POSITION;

half3 normal :NORMAL;

half4 texcoord : TEXCOORD0;

};

struct v2f

{

half4 position : SV_POSITION;

half2 uv : TEXCOORD0;

half3 worldNormal : TEXCOORD1;

half3 worldPos : TEXCOORD2;

half2 flowUV : TEXCOORD3;

};

v2f vert(a2v i)

{

v2f v;

v.position = UnityObjectToClipPos(i.pos);

v.uv = i.texcoord * _MainTex_ST.xy + _MainTex_ST.zw;

v.worldNormal = mul(unity_ObjectToWorld,i.normal);

v.worldPos = mul(unity_ObjectToWorld,i.pos);

v.flowUV = i.texcoord * _FlowTex_ST.xy + _FlowTex_ST.zw;

return v;

}

//uv - vert的uv坐标

//scale - 贴图缩放

//idleTime - 每次循环开始后多长时间,开始流动

//loopTime - 单次流动时间

fixed4 getFlowColor(half2 uv,int scale,fixed idleTime,fixed loopTime)

{

//当前运行时间

half flowTime_ = _Time.y - _FlowBeginTime;

//上一次循环开始,到本次循环开始的时间间隔

half internal = idleTime + loopTime;

//当前循环执行时间

half curLoopTime = fmod(flowTime_,internal);

//每次开始流动之前,有个停止间隔,检测是否可以流动了

if(curLoopTime > idleTime)

{

//已经流动时间

half actionTime = curLoopTime - idleTime;

//流动进度百分比

half actionPercentage = actionTime / loopTime;

half length = 1.0 / scale;

//从下往上流动

//计算方式:设:y = ax + b,其中y为下边界值,x为流动进度

//根据我们要求可以,x=0时y=-length;x=1时y=1;带入解方程

half bottomBorder = actionPercentage * (1+length) - length;

half topBorder = bottomBorder + length;

//从上往下流动

//求解方法与上面类似

if(_FlowDirection < 0)

{

topBorder = (-1-length) * actionPercentage + 1 + length;

bottomBorder = topBorder - length;

}

if(uv.y < topBorder && uv.y > bottomBorder)

{

half y = (uv.y - bottomBorder) / length;

return tex2D(_FlowTex,fixed2(uv.x,y));

}

}

return fixed4(1,1,1,0);

}

fixed4 frag(v2f v):SV_Target

{

//计算漫反射系数

fixed3 albedo = tex2D(_MainTex,v.uv) * _MainColor;

//计算环境光

fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

fixed3 worldNormal = normalize(v.worldNormal); //世界坐标的法线方向

fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(v.worldPos)); //世界坐标的光照方向

fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(v.worldPos)); //世界坐标的视角方向

//计算漫反射颜色,采用Half-Lambert模型

fixed3 lightColor = _LightColor0.rgb;

fixed3 diffuse = lightColor * albedo * max(0,0.5*dot(worldNormal,worldLightDir)+0.5);

//计算高光,采用Blinn-Phone高光模型

fixed3 halfDir = normalize(worldViewDir + worldLightDir);

fixed3 specColor = _Specular * lightColor * pow(max(0,dot(worldNormal,halfDir)),_Gloss);

//叠加流动贴图

fixed4 flowColor = getFlowColor(v.uv,_FlowTex_ST.y,_FlowIdleTime,_FlowDuring);

fixed4 flowMaskColor = tex2D(_FlowMaskTex,v.uv);

//与遮罩贴图进行混合,只显示遮罩贴图不透明的部分

flowColor.a = flowMaskColor.a * flowColor.a * _FlowColor.a;

fixed3 finalDiffuse = lerp(diffuse,_FlowColor,flowColor.a);

return fixed4(ambient + finalDiffuse+specColor,1);

}

ENDCG

}

}

Fallback "Diffuse"

}

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