Unity3D-UGUI特效之Image的流光、扫光效果

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今天研究下了UGUI上面Image的扫光效果,我是参考了下面这篇文章做的,然后自己加了一些控制和判断,让扫光看起来更加合理

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我在他的基础上,加了一个倾斜度参数,可以控制扫光斜度,另外,有时候图片有阴影,我们不希望把阴影也加个扫光,所以在Shader里面做了一个透明度的判断,然后又半透明的不做处理,使用原来的颜色。

还有,我加了一个值控制扫光的进度,从0到1,这样就能在外部控制它显示的位置了,方便使用。

修改后的shader如下:

Shader "Custom/UI/Flowlight" {
	Properties {
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1, 1, 1, 1)
        [MaterialToggle] PixelSnap("Pixel snap", float) = 0

        /* Flowlight */
        _FlowlightColor("Flowlight Color", Color) = (1, 0, 0, 1)
        _Lengthlitandlar("LangthofLittle and Large", range(0,0.5)) = 0.005
        _MoveSpeed("MoveSpeed", float) = 5
        _Power("Power", float) = 1
        _LargeWidth("LargeWidth", range(0,0.005)) = 0.0035
        _LittleWidth("LittleWidth", range(0,0.001)) = 0.002
		_SkewRadio("SkewRadio", Range(0, 1)) = 0.2//倾斜度,0-1
		_MoveTime("MoveTime", float) = 0//控制扫光显示的位置,0-1
        /* --------- */

		_WidthRate("WidthRate",float) = 0
		_XOffset("XOffset",float) = 0
		_HeightRate("HeightRate",float) = 0
		_YOffset("YOffset",float) = 0

        /* UI */
        _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
        /* -- */
	}
	SubShader {
		Tags { 
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}
		Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha
        ColorMask[_ColorMask]

		/* UI */
        Stencil{
            Ref[_Stencil]
            Comp[_StencilComp]
            Pass[_StencilOp]
            ReadMask[_StencilReadMask]
            WriteMask[_StencilWriteMask]
        }
        /* -- */

		Pass {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile _ PIXELSNAP_ON
			#include "UnityCG.cginc"

        	struct appdata_t {
				float4 vertex : POSITION;
				float4 color : COLOR;
				float2 texcoord : TEXCOORD0;
    		};

			struct v2f {
				float4 vertex : SV_POSITION;
				fixed4 color : COLOR;
				half2 texcoord : TEXCOORD0;
				float4 worldPosition: TEXCOORD1;
			};

			fixed4 _Color;
			/* Flowlight */
			float _Power;
			float _LargeWidth;
			float _LittleWidth;
			float _Lengthlitandlar;
			float _MoveSpeed;
			float _SkewRadio;
			float _MoveTime;
			fixed4 _FlowlightColor;
			/* --------- */
			float _UVPosX;
			v2f vert(appdata_t IN) {
				v2f OUT;
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;

				#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap(OUT.vertex);
				#endif

				return OUT;
			}

			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _WidthRate;
			float _XOffset;
			float _HeightRate;
			float _YOffset;

			bool _UseClipRect;
			float4 _ClipRect;
			float _ClipSoftX;
			float _ClipSoftY;
    		fixed4 frag(v2f IN) : SV_Target {
        		fixed4 c = tex2D(_MainTex, IN.texcoord);
				//这里加了个判断,是否有半透明。当然可以根据自己的需要,通过半透明度去计算最终的结果达到目的
				if (c.a == 1){
					/*使用裁剪*/
					if (_UseClipRect)
					{
						float2 factor = float2(0.0, 0.0);
						float2 tempXY = (IN.worldPosition.xy - _ClipRect.xy) / float2(_ClipSoftX, _ClipSoftY)*step(_ClipRect.xy, IN.worldPosition.xy);
						factor = max(factor, tempXY);
						float2 tempZW = (_ClipRect.zw - IN.worldPosition.xy) / float2(_ClipSoftX, _ClipSoftY)*step(IN.worldPosition.xy, _ClipRect.zw);
						factor = min(factor, tempZW);
						c.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
					}
					/* --------- */
				
					/* Flowlight */
					//计算流动的标准uvX从-0.5到1.5范围
					_UVPosX = _XOffset + (fmod(_MoveTime*_MoveSpeed, 1) * 2 - 0.5)* _WidthRate;
					//标准uvX倾斜
					_UVPosX += (IN.texcoord.y - _HeightRate*0.5- _YOffset)*_SkewRadio;
					//以下是计算流光在区域内的强度,根据到标准点的距离的来确定强度,为了使变化更柔和非线性,使用距离平方或者sin函数也可以
					float lar = pow(1 - _LargeWidth*_WidthRate, 2);
					float lit = pow(1 - _LittleWidth*_WidthRate, 2);
					//第一道流光,可以累加任意条,如下
					fixed4 cadd = _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - IN.texcoord.x,2))) - lar)*_Power /(1-lar);
					cadd += _FlowlightColor* saturate((1 - saturate(pow(_UVPosX - _Lengthlitandlar*_WidthRate - IN.texcoord.x, 2))) - lit)*_Power/ (1-lit);
					
					cadd.rgb *= cadd.a;
					
					c.rgb += cadd.rgb;
					/* --------- */
				}
				c.rgb *= c.a;
        		return c;
    		}
        	ENDCG
    	}
	}
}

然后,可以写一个脚本去控制:

private float widthRate = 1;
    private float heightRate = 1;
    private float xOffsetRate = 0;
    private float yOffsetRate = 0;
	public Shader shader;
	public Color color = Color.yellow;
	public float power = 0.55f;
	public float speed = 5;
	public float largeWidth = 0.003f;
	public float littleWidth = 0.0003f;
	public float length = 0.1f;
	public float skewRadio = 0.2f;//倾斜
	public float moveTime = 0;
	float endMoveTime = 0;
	private MaskableGraphic maskableGraphic;
	Image image;
	Material imageMat = null;
	void Awake()
	{
		maskableGraphic = GetComponent<MaskableGraphic>();
		if (maskableGraphic){
			image = maskableGraphic as Image;
			if (image){
				imageMat = new Material(shader);
				widthRate = image.sprite.textureRect.width * 1.0f / image.sprite.texture.width;
                heightRate = image.sprite.textureRect.height * 1.0f / image.sprite.texture.height;
                xOffsetRate = (image.sprite.textureRect.xMin) * 1.0f / image.sprite.texture.width;
                yOffsetRate = (image.sprite.textureRect.yMin) * 1.0f / image.sprite.texture.height;
			}
		}
		// Debug.Log(string.Format(" widthRate{0}, heightRate{1}, xOffsetRate{2}, yOffsetRate{3}", widthRate, heightRate, xOffsetRate, yOffsetRate));
		image.material = null;
	}
	public void OnWaitAnim(float time){
		// Debug.Log(time);
		StopCoroutine("SlowLight");
		endMoveTime = time;
		StartCoroutine("SlowLight");
	}
	IEnumerator SlowLight(){
		if (image){
			image.material = imageMat;
		}
		moveTime = 0;
		while(moveTime < endMoveTime){
			moveTime += Time.deltaTime;
			SetShader();
			// Debug.Log(moveTime + ":" + endMoveTime);
			yield return null;
		}
		if (image){
			image.material = null;
		}
	}
	void OnDisable()
	{
		if (image){
			image.material = null;
		}
		StopCoroutine("SlowLight");
	}
	void Start () {
		SetShader();
	}
	void Update () {
		// moveTime = Time.time;
		// SetShader();
	}
	public void SetShader(){
		skewRadio = Mathf.Clamp(skewRadio, 0, 1);
		length = Mathf.Clamp(length, 0, 0.5f);
		imageMat.SetColor("_FlowlightColor", color);
		imageMat.SetFloat("_Power", power);
		imageMat.SetFloat("_MoveSpeed", speed);
		imageMat.SetFloat("_LargeWidth", largeWidth);
		imageMat.SetFloat("_LittleWidth", littleWidth);
		imageMat.SetFloat("_SkewRadio", skewRadio);
		imageMat.SetFloat("_Lengthlitandlar", length);
		imageMat.SetFloat("_MoveTime", moveTime);

		imageMat.SetFloat("_WidthRate", widthRate);
        imageMat.SetFloat("_HeightRate", heightRate);
        imageMat.SetFloat("_XOffset", xOffsetRate);
        imageMat.SetFloat("_YOffset", yOffsetRate);
	}

到此结束~



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