最近特效制作说要加个特效流光,就写了一下
使用方法和之前部分模型流光效果一直
https://blog.csdn.net/SnoopyNa2Co3/article/details/86690580
这个是手动流光,方便特效k动画
如果要自动流光则改改uv赋值
//流光图y轴偏移
uv.y += _Time.y * _SpeedY;
//流光图x轴偏移
uv.x += _Time.y * _SpeedX;
下面是shader
Shader "Effect/Ext/MoveLight"
{
Properties
{
_MainTex("Particle Texture", 2D) = "black" {}
//流光图
_LightTex("Light Texture",2D) = "white"{}
//流光颜色
_MoveLightColor("MoveLightColor", Color) = (1,1,1,1)
//流光uv x轴速度
_SpeedX("SpeedX", Range(-1,1)) = 0.0
//流光uv y轴速度
_SpeedY("SpeedY", Range(-1,1)) = 0.0
//流光宽度
_LightWidth("LightWidth",Range(1,20)) = 1
}
Category
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Effect" "PreviewType" = "Plane" }
SubShader
{
Pass
{
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
sampler2D _LightTex;
float4 _MoveLightColor;
float _SpeedY;
float _SpeedX;
float _LightWidth;
struct v2f
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
fixed4 vertexColor : COLOR;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.vertexColor = v.color;
return o;
}
float4 frag(v2f i) : COLOR
{
//计算流光宽度uv坐标越少,则获取白色流光图白色区域越大,就等于流光长度
float2 uv = i.uv / _LightWidth;
//流光图y轴偏移
uv.y += _SpeedY;
//流光图x轴偏移
uv.x += _SpeedX;
//获取流光图的蓝色通道,因为流光图都是黑白,获取红色绿色通道都可以
fixed light = tex2D(_LightTex, uv).b;
//获取要显示流光的位置,我这里使用蓝色通道来处理,我这边不用alpha来处理,因为透明图占内存
//这里算出要流光的地方叠加颜色
fixed4 c = light * _MoveLightColor * 2 + tex2D(_MainTex, i.uv.xy);
return c;
}
ENDCG
}
}
}
Fallback "VertexLit"
}