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| Shader "Unlit/BtnClickWaveShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _ColorLeft ("ColorLeft", Color) = (0,1,0,1) _ColorRight ("ColorRight", Color) = (0,0,1,1) _Radius ("Radius", Float) = 1 _RadiusThickness ("RadiusThickness", Float) = 1 _WaveAlpha ("WaveAlpha", Range(0, 1)) = 0.5 [HDR] _WaveColor ("WaveColor", Color) = (1,1,1,1) [hideInInspector] _CircleScaleOffset ("CircleScaleOffset", Float) = 1 // Width / Height [hideInInspector] _MouseUVPos ("MouseUVPos", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha
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; };
sampler2D _MainTex; float4 _MainTex_ST; float4 _ColorLeft; float4 _ColorRight;
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
fixed4 frag (v2f i) : SV_Target { fixed4 shape = tex2D(_MainTex, i.uv); fixed4 col = fixed4(lerp(_ColorLeft, _ColorRight, i.uv.x).rgb, shape.a); return col; } ENDCG } 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; };
sampler2D _MainTex; float4 _MainTex_ST; float4 _ColorLeft; float4 _ColorRight; float _Radius; float _RadiusThickness; float _CircleScaleOffset; float _WaveAlpha; float4 _WaveColor; float4 _MouseUVPos;
fixed4 PixelColor(float2 uv) { // 将uv原点移到中心 uv -= _MouseUVPos.xy; uv = uv * 2 - 1; // 离uv坐标原点的距离,排除屏幕长宽比、图片长宽比的影响 float2 dv = float2(uv.x, uv.y)* float2(_ScreenParams.x / _ScreenParams.y * _CircleScaleOffset, 1); float d = sqrt(pow(dv.x, 2) + pow(dv.y, 2)); // 用小圆减大圆 得到圆环 fixed3 c = smoothstep(_Radius-_RadiusThickness, _Radius, d) - smoothstep(_Radius, _Radius+_RadiusThickness, d);
return fixed4(c * _WaveColor.rgb, saturate(c.g)); // -0.5 }
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
fixed4 frag (v2f i) : SV_Target { fixed4 shape = tex2D(_MainTex, i.uv); fixed4 wave = PixelColor(i.uv); wave.rgb *= _WaveColor.rgb; wave.a *= shape.a * _WaveAlpha; return wave; } ENDCG } } }
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