1. 序列帧动画
Shader "cc/shader18" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) _MainTex ("Image Sequence", 2D) = "white" {} _HorizontalAmount ("Horizontal Amount", Float) = 4 _VerticalAmount ("Vertical Amount", Float) = 4 _Speed ("Speed", Range(1, 100)) = 30 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass { Tags { "LightMode"="ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; float _HorizontalAmount; float _VerticalAmount; float _Speed; struct a2v { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float time = floor(_Time.y * _Speed); float row = floor(time / _HorizontalAmount); float column = time - row * _HorizontalAmount; // half2 uv = float2(i.uv.x /_HorizontalAmount, i.uv.y / _VerticalAmount); // uv.x += column / _HorizontalAmount; // uv.y -= row / _VerticalAmount; half2 uv = i.uv + half2(column, -row); uv.x /= _HorizontalAmount; uv.y /= _VerticalAmount; fixed4 c = tex2D(_MainTex, uv); c.rgb *= _Color; return c; } ENDCG } } FallBack "Transparent/VertexLit" }2. 滚动的背景 使用纹理动画让背景滚动模拟在场景中穿梭
Shader "cc/shader19" { Properties { _MainTex ("Base Layer (RGB)", 2D) = "white" {} _DetailTex ("2nd Layer (RGB)", 2D) = "white" {} _ScrollX ("Base layer Scroll Speed", Float) = 1.0 _Scroll2X ("2nd layer Scroll Speed", Float) = 1.0 _Multiplier ("Layer Multiplier", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _DetailTex; float4 _MainTex_ST; float4 _DetailTex_ST; float _ScrollX; float _Scroll2X; float _Multiplier; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; v2f vert (a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y); o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 firstLayer = tex2D(_MainTex, i.uv.xy); fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw); fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a); c.rgb *= _Multiplier; return c; } ENDCG } } FallBack "VertexLit" }frac(x)函数: 返回矢量x各个分量的小数部分
1.流动的河流 原理: 使用正弦函数来模拟水流的波动效果
Shader "cc/shader20" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Color ("Color Tint", Color) = (1, 1, 1, 1) _Magnitude ("Distortion Magnitude", Float) = 1 _Frequency ("Distortion Frequency", Float) = 1 _InvWaveLength ("Distortion Inverse Wave Length", Float) = 10 _Speed ("Speed", Float) = 0.5 } SubShader { // Need to disable batching because of the vertex animation Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"} Pass { Tags { "LightMode"="ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; float4 offset; offset.yzw = float3(0.0, 0.0, 0.0); offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude; o.pos = mul(UNITY_MATRIX_MVP, v.vertex + offset); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv += float2(0.0, _Time.y * _Speed); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.uv); c.rgb *= _Color.rgb; return c; } ENDCG } } FallBack "Transparent/VertexLit" }2.广告牌技术
Shader "cc/shader/21" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Color ("Color Tint", Color) = (1, 1, 1, 1) _VerticalBillboarding ("Vertical Restraints", Range(0, 1)) = 1 } SubShader { // Need to disable batching because of the vertex animation Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"} Pass { Tags { "LightMode"="ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed _VerticalBillboarding; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (a2v v) { v2f o; // Suppose the center in object space is fixed float3 center = float3(0, 0, 0); float3 viewer = mul(_World2Object,float4(_WorldSpaceCameraPos, 1)); float3 normalDir = viewer - center; // If _VerticalBillboarding equals 1, we use the desired view dir as the normal dir // Which means the normal dir is fixed // Or if _VerticalBillboarding equals 0, the y of normal is 0 // Which means the up dir is fixed normalDir.y =normalDir.y * _VerticalBillboarding; normalDir = normalize(normalDir); // Get the approximate up dir // If normal dir is already towards up, then the up dir is towards front float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0); float3 rightDir = normalize(cross(upDir, normalDir)); upDir = normalize(cross(normalDir, rightDir)); // Use the three vectors to rotate the quad float3 centerOffs = v.vertex.xyz - center; float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z; o.pos = mul(UNITY_MATRIX_MVP, float4(localPos, 1)); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 c = tex2D (_MainTex, i.uv); c.rgb *= _Color.rgb; return c; } ENDCG } } FallBack "Transparent/VertexLit" }