UGUI流光特效(王者荣耀效果)

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  • 做了一个流光特效,网上也有很多,但是大多是用Mask贴图,由于两次采样影响性能,因此做了一个用代码计算Mask的流光特效

这个shader有几个特点:

1、支持UGUI裁剪,在ScrollView中可用。
2、支持填充颜色的修改。
3、支持流动速度,流光区域修改

效果如下:

流光特效

代码如下:

Shader "UI/Unlit/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        /* --------- */            _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;    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);        /*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-0.51.5范围        _UVPosX = _XOffset +(fmod(_Time.x*_MoveSpeed, 1) * 2 -0.5)* _WidthRate;        //标准uvX倾斜        _UVPosX += (IN.texcoord.y- _HeightRate*0.5- _YOffset)*0.2;        //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);        c.rgb += cadd.rgb;        c.rgb *= c.a;        /* --------- */        return c;    }        ENDCG    }    }}

以上就是全部的shader代码了,至于C#代码,可以参考我之前的博客,也是至传递一些参数而已。
C#代码:

http://blog.csdn.net/whl33886/article/details/76832613

效果图的参数如下:
参数参考

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