Unity实现刮奖效果
本文实例为大家分享了Unity实现刮奖效果的具体代码,供大家参考,具体内容如下
需要一个Shader和一个CS脚本:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Transparent Colored Eraser"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_RendTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RendTex;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
half4 frag (v2f IN) : COLOR
{
// Sample the texture
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
half4 rnd = tex2D(_RendTex, IN.texcoord) * IN.color;
col.a = rnd.a;
return col;
}
ENDCG
}
}
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class UIEraserTexture : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
public RawImage image;
public int brushScale = 4;
Texture2D texRender;
RectTransform mRectTransform;
Canvas canvas;
void Awake()
{
mRectTransform = GetComponent<RectTransform>();
canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
void Start()
{
texRender = new Texture2D(image.mainTexture.width, image.mainTexture.height, TextureFormat.ARGB32, true);
Reset();
}
bool isMove = false;
public void OnPointerDown(PointerEventData data)
{
//Debug.Log("OnPointerDown..." + data.position);
start = ConvertSceneToUI(data.position);
isMove = true;
}
public void OnPointerUp(PointerEventData data)
{
isMove = false;
//Debug.Log("OnPointerUp..." + data.position);
OnMouseMove(data.position);
start = Vector2.zero;
}
void Update()
{
if (isMove)
{
OnMouseMove(Input.mousePosition);
}
}
Vector2 start = Vector2.zero;
Vector2 end = Vector2.zero;
Vector2 ConvertSceneToUI(Vector3 posi)
{
Vector2 postion;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(mRectTransform, posi, canvas.worldCamera, out postion))
{
return postion;
}
return Vector2.zero;
}
void OnMouseMove(Vector2 position)
{
end = ConvertSceneToUI(position);
Draw(new Rect(end.x + texRender.width / 2, end.y + texRender.height / 2, brushScale, brushScale));
if (start.Equals(Vector2.zero))
{
return;
}
Rect disract = new Rect((start + end).x / 2 + texRender.width / 2, (start + end).y / 2 + texRender.height / 2, Mathf.Abs(end.x - start.x), Mathf.Abs(end.y - start.y));
for (int x = (int)disract.xMin; x < (int)disract.xMax; x++)
{
for (int y = (int)disract.yMin; y < (int)disract.yMax; y++)
{
Draw(new Rect(x, y, brushScale, brushScale));
}
}
start = end;
}
void Reset()
{
for (int i = 0; i < texRender.width; i++)
{
for (int j = 0; j < texRender.height; j++)
{
Color color = texRender.GetPixel(i, j);
color.a = 1;
texRender.SetPixel(i, j, color);
}
}
texRender.Apply();
image.material.SetTexture("_RendTex", texRender);
}
void Draw(Rect rect)
{
for (int x = (int)rect.xMin; x < (int)rect.xMax; x++)
{
for (int y = (int)rect.yMin; y < (int)rect.yMax; y++)
{
if (x < 0 || x > texRender.width || y < 0 || y > texRender.height)
{
return;
}
Color color = texRender.GetPixel(x, y);
color.a = 0;
texRender.SetPixel(x, y, color);
}
}
texRender.Apply();
image.material.SetTexture("_RendTex", texRender);
}
}
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