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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