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分别新建一个材质,一个Shader和一个用于挂在到MainCamera上的C#脚本,将Shader设置到材质球上,然后编写C#脚本,C#代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Blood : MonoBehaviour {
public Material material;
public float speed=10;
public float range=0;
public float timer = 0;
// Update is called once per frame
void Update () {
timer += Time.deltaTime * speed;
range = Mathf.Sin(timer) + 1;
range = (range * 0.25f) + 1;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
material.SetFloat("_Length", range);
Graphics.Blit(source, destination, material);
}
}
完成后开始编写Shader代码:
Shader "Hidden/Blood"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Length("Length",Float) = 1
}
SubShader
{
// No culling or depth
//Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#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;
float _Length;
fixed4 frag (v2f i) : SV_Target
{
float2 tempUV = i.uv;
float tempLength = 0;
if (tempUV.x < 0.5)
{
tempLength = length(tempUV +float2(0.5,-0.5));
}
else
{
tempLength = length(float2(1.5, 0.5)-tempUV);
}
tempLength *= _Length;
fixed4 col = tex2D(_MainTex, i.uv);
col = lerp(col, fixed4(1, 0, 0, 1), 1-clamp(tempLength, 0, 1));
return col;
}
ENDCG
}
}
}