// 消融特效
Shader "Study/03-RemoveShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
static float3 rate = {
0.3,0.6,0.1};
/**
Time.x = time/8
Time.y = time/4
Time.z = time/2
Time.w = time
**/
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// 获取亮度(灰色)
fixed gray = dot(rate,col.rgb);
if(gray - _Time.y<0){
discard;//不显示该像素
}
return col;
}
ENDCG
}
}
}
【003-Shader-消融特效】
猜你喜欢
转载自blog.csdn.net/qq_18924323/article/details/124863172
今日推荐
周排行