unity shader学习笔记

在这里插入图片描述
自学shader路上的副产品,记录下,可以扩展成容器内的液体,进度条等。

Shader "Custom/CSGProgress"
{
    
    
    Properties
    {
    
    
        _MainTex ("Texture", 2D) = "white" {
    
    }
        _Progress("Progress",float) = 0.5
        _Speed("Speed",float) = 0.1
        _Color1("Color1",Color)=(1,1,1,1)
        _Color2("Color2",Color)=(1,1,1,1)
        _Color3("Color3",Color)=(1,1,1,1)
        _Color4("Color4",Color) = (1,1,1,1)
        _FishTex("fish",2D) = "white" {
    
    }
        _FishTex2("fish2",2D) = "white" {
    
    }
        _BoatTex("boat",2D) = "white" {
    
    }
        _Dis("_Dis",float) = 0.3
        _Dim("_Dim",Range(-0.1,0.1)) = 0.03
        _ChangeRange("ChangRange", int) = 50
    }
    SubShader
    {
    
    
        Tags {
    
     "RenderType"="Opaque" }
        LOD 100

        Pass
        {
    
    
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
    
    
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
                float2 uv2 : TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _Progress;
            float _Speed;
            float4 _Color1;
            float4 _Color2;
            float4 _Color3;
            float4 _Color4;
            sampler2D _FishTex;
            float4 _FishTex_ST;
            sampler2D _FishTex2;
            sampler2D _BoatTex;
            float _Dis;
            float _Dim;
            int _ChangeRange;


            v2f vert (appdata v)
            {
    
    
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.uv2 = TRANSFORM_TEX(v.uv, _FishTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            //画圆
            float3 Circle(inout float3 color,float3 showColor,float2 uv,float2 center,float radius,float edge)
            {
    
    
                float d = length(uv-center);
                float c = smoothstep(radius,radius-edge,d);
                color += showColor * c;
                return color;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    

                float time = _Time.y;
                float3 color=lerp(_Color1, _Color2, i.uv.y);//背景色
                float rate = _ScreenParams.x / _ScreenParams.y;//屏幕比例
                i.uv.x *= rate;
                float3 tempC = Circle(color, _Color3, i.uv, float2(0.5* rate, 0.5), 0.2, 0.01);//最外圈圆
                float tempValue = (cos(time * 4 + (i.uv.x * (20 * frac(sin(_Time.x * 0.1) * 10)))) * 0.02);
                if (i.uv.y < (_Progress + tempValue))
                {
    
    
                    //显示进度的圆
                    tempC = Circle(color, _Color4, i.uv, float2(0.5 * rate, 0.5), 0.2, 0.06);
                }
                //画气泡
                Circle(color, _Color4, i.uv, float2(0.5 * rate, _Speed *0.8), 0.04, 0.01);
                Circle(color, _Color4, i.uv, float2(0.45 * rate, _Speed), 0.04, 0.01);
                Circle(color, _Color4, i.uv, float2(0.48 * rate, _Speed *1.2), 0.04, 0.01);
                Circle(color, _Color4, i.uv, float2(0.53 * rate, _Speed *1.1), 0.04, 0.01);
                Circle(color, _Color4, i.uv, float2(0.56 * rate, _Speed *0.9), 0.04, 0.01);
                //添加纹理贴图上的内容
                fixed4 cFish1 = tex2D(_FishTex, (i.uv - float2(0.5*rate, 0.34+ tempValue*0.3)) * 8);
                fixed4 cFish2 = tex2D(_FishTex2, (i.uv - float2(0.4 * rate, 0.34 + tempValue * 0.26)) * 6);
                fixed4 boat = tex2D(_BoatTex, (i.uv - float2(0.5 * rate, 0.5 + tempValue)) * 8);
                if (cFish1.a>0)
                {
    
    
                    color *= cFish1;
                }
                if (cFish2.a>0)
                {
    
    
                    color *= cFish2;
                }
                if (boat.a>0)
                {
    
    
                    color = boat;
                }
               
                fixed4 col = fixed4(color.rgb,1);

                //UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}

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转载自blog.csdn.net/chillxiaohan/article/details/121773086