Shader效果源码(一)——Sin波动 + UV滚动+选择UV
一些项目源码,我会放在GitHub里边
https://github.com/Timor666/ProjectCode
SIN波动
Shader "Timor/01/sin波动"
{
//属性块
Properties
{
_Arange("高度",float) =1
_Frenquacy("频率",float) =1
_Speed("速度",float) =1
}
/*
原理:通过改变顶点的坐标y,使用sin函数,和_Time.y
*/
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float _Speed;
float _Arange;
float _Frenquacy;
struct appdata
{
float4 vertex : POSITION; //使用模型空间顶点位置填充
};
struct v2f
{
float4 vertex : SV_POSITION; //裁剪坐标下位置
};
//顶点函数
v2f vert (appdata v)
{
v2f o;
float timer = _Time.y * _Speed;
float waver = _Arange * sin(timer + v.vertex.x * _Frenquacy);
v.vertex.y = v.vertex.y + waver;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
//片元函数
fixed4 frag (v2f i) : SV_Target //SV_Target输出值储存到渲染目标
{
return fixed4(0,1,0.5,0.5); //返回绿色
}
ENDCG
}
}
}
uv滚动
Shader "Timor/01/UV滚动"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed ("速度",Range(-10,20)) =1
}
SubShader
{
// No culling or depth
// Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float _Speed;
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
uv.x += _Time.x * _Speed;
//uv.y += _Time.y;
fixed4 col = tex2D(_MainTex, uv);
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}
UV旋转
Shader "Timor/02/旋转UILoading"
{
Properties
{
_MainTex ("图片",2D) = "white" {}
_Speed("旋转速度",Range(-50,300)) = 30
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha //开启alpha 混合
Pass
{
CGPROGRAM
float _Speed;
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
//移动到原点
float2 tempUV = i.uv;
tempUV -= float2(0.5,0.5);
//舍弃对角线
if(length(tempUV)>0.5){
return fixed4(0,0,0,0);
}
float2 finalUV =0;
float angle = _Time.x * _Speed;
//旋转
finalUV.x = tempUV.x * cos(angle) - tempUV.y *sin(angle);
finalUV.y = tempUV.x * sin(angle) + tempUV.y * cos(angle);
//移动回去
finalUV += float2(0.5,0.5);
fixed4 col = tex2D(_MainTex, finalUV);
return col;
}
ENDCG
}
}
}