效果:
UV滚动_分裂效果.gif
//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Animated_Offset"
{
Properties
{
//精灵纹理
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
//UV移动动画_X轴
AnimatedOffsetUV_X_1("AnimatedOffsetUV_X_1", Range(-1, 1)) = 0.211
//UV移动动画_Y轴
AnimatedOffsetUV_Y_1("AnimatedOffsetUV_Y_1", Range(-1, 1)) = 0.211
//UV移动动画_UV列数
AnimatedOffsetUV_ZoomX_1("AnimatedOffsetUV_ZoomX_1", Range(1, 10)) = 2.205
//UV移动动画_UV行数
AnimatedOffsetUV_ZoomY_1("AnimatedOffsetUV_ZoomY_1", Range(1, 10)) = 2.591
//UV移动动画_速度
AnimatedOffsetUV_Speed_1("AnimatedOffsetUV_Speed_1", Range(-1, 1)) = 0.1
//UV插值
_LerpUV_Fade_1("_LerpUV_Fade_1", Range(0, 1)) = 1
//UV渐淡
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
//渲染队列=透明通道 忽略投影 渲染类型 预览类型=平面 可以使用精灵图吗
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
ZWrite Off//深度检测关闭
Blend SrcAlpha OneMinusSrcAlpha//混合效果:透明混合
Cull Off//背面剔除关闭
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
//声明顶点着色器代码
#pragma vertex vert
//声明片元着色器代码
#pragma fragment frag
//使用低精度
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
//顶点着色器输入结构体
struct appdata_t{
float4 vertex : POSITION;//顶点位置信息
float4 color : COLOR;//颜色信息
float2 texcoord : TEXCOORD0;//纹理坐标集
};
//片元着色器输入结构体
struct v2f
{
float2 texcoord : TEXCOORD0;//纹理坐标集
float4 vertex : SV_POSITION;//屏幕坐标系中位置信息
float4 color : COLOR;//颜色信息
};
//对应最上面材质属性声明
sampler2D _MainTex;
float _SpriteFade;
float AnimatedOffsetUV_X_1;
float AnimatedOffsetUV_Y_1;
float AnimatedOffsetUV_ZoomX_1;
float AnimatedOffsetUV_ZoomY_1;
float AnimatedOffsetUV_Speed_1;
float _LerpUV_Fade_1;
//顶点着色器代码
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
//New! UV偏移与扩展处理 UV X轴上的偏移度 Y轴偏移度 UV列数 UV行数 移动速度
float2 AnimatedOffsetUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy, float speed)
{
speed *=_Time*25;//速度乘以时间函数
uv += float2(offsetx*speed, offsety*speed);//对像素进行偏移,(像素在原有的位置上位移到新的像素位置)
/*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
uv *= float2(zoomx, zoomy);//先让UV扩展行数与列数
uv = fmod(uv,1);//再对UV进行取余处理,保证得到UV显示正常
下面操作扩展↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓*/
uv = fmod(uv * float2(zoomx, zoomy), 1);
return uv;
}
float4 frag (v2f i) : COLOR
{
//UV偏移与扩展处理
float2 AnimatedOffsetUV_1 = AnimatedOffsetUV(i.texcoord,AnimatedOffsetUV_X_1,AnimatedOffsetUV_Y_1,AnimatedOffsetUV_ZoomX_1,AnimatedOffsetUV_ZoomY_1,AnimatedOffsetUV_Speed_1);
//插值计算(让第二张UV接近于第一张UV)
i.texcoord = lerp(i.texcoord,AnimatedOffsetUV_1,_LerpUV_Fade_1);
//对纹理进行采样
float4 _MainTex_1 = tex2D(_MainTex,i.texcoord);
//最终的输出结果
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
//对透明通道进行渐淡处理(乘以渐淡参数)
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}