<1>效果图和原图
思路:初始扩散以()0.5,0)为圆心扩散,计算UV坐标到圆心距离,初始扩散完毕,从下到上改变alpha就好啦
代码:
float2 uv = IN.texcoord.xy;
fixed4 col = IN.color; float timer = _Time.y; if (timer > 2.5) { timer = timer - 2.5; float h = timer/2 % 1; if (h - uv.y > 0.2 || h - uv.y < 0)//循环流动 col.a = 0.4; else { float val = (1 - (h - uv.y));//0.8~1 col.a = val*val*val;//扩大0.8~1 } } else { float dis = timer/2 % 1.5;//0-1 UV.Y//初始扩散 float len = length(uv - float2(0.5, 0)); dis = dis - len; if (dis< 0) col.a = 0; if (dis>0) col.a = 1 - dis>0.4?1-dis:0.4; }clip(col.a - 0.01);
完整代码:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Tang/UIFlashVertical"
{ Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1)_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255_ColorMask("Color Mask", Float) = 15
//my member
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}SubShader
{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }Stencil
{ Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] }Cull Off
Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask]Pass
{ Name "Default" CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma target 2.0#include "UnityCG.cginc"
#include "UnityUI.cginc"#pragma multi_compile __ UNITY_UI_ALPHACLIP
#define PI 3.1415926struct appdata_t
{ float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID };struct v2f
{ float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO };fixed4 _Color;
fixed4 _TextureSampleAdd; float4 _ClipRect;v2f vert(appdata_t IN)
{ v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT; }sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{ float2 uv = IN.texcoord.xy; fixed4 col = IN.color; //从下到上 以0.5,0为圆心扩散 float timer = _Time.y; if (timer > 2.5) { timer = timer - 2.5; float h = timer/2 % 1; if (h - uv.y > 0.2 || h - uv.y < 0) col.a = 0.4; else { float val = (1 - (h - uv.y)); col.a = val*val*val; } } else { float dis = timer/2 % 1.5;//0-1 UV.Y float len = length(uv - float2(0.5, 0)); dis = dis - len; if (dis< 0) col.a = 0; if (dis>0) col.a = 1 - dis>0.4?1-dis:0.4; }clip(col.a - 0.01);
half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * col;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001); #endifreturn color;
} ENDCG } }}
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有些效果写到github里面了,我的Github:https://github.com/tianjiuwan