Unity UGUI烟雾效果

在UV流动的同时,加入正弦函数扰动,由于美术要求图片重用,所以添加轮廓剪切,支持UI裁剪,叠加区域编辑。

效果:

最终效果
代码如下:

Shader "UI/Unlit/AddFlowTex"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1, 1, 1, 1)
        [MaterialToggle] PixelSnap("Pixel snap", 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;

    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;
    /* FlowTex */
    sampler2D _FlowTex;
    float _MoveSpeed;
    float _AmScale;
    fixed4 _FlowlightColor;
    float _Width;
    /* --------- */
    //如果使用图集中的图片,需要设置一下参数
    float _WidthRate;
    float _XOffset;
    float _HeightRate;
    float _YOffset;
    float2 _Tiling;

    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);
        }
        /* --------- */

        /* FlowTex*/
        //将UV由图集中的变换到0-1
        float2 uv = (IN.texcoord - float2(_XOffset, _YOffset)) / float2(_WidthRate, _HeightRate);
        //添加正弦扰动
        float offsetY = sin(uv.x * 6.28)*_AmScale;
        uv = (uv + float2(_Time.x*_MoveSpeed, offsetY))*_Tiling;
        //轮廓的限制,以0.5为中心,上下扩展
        fixed temp = step(abs(uv.y - 0.5*_Tiling.y), _Width*0.5*_Tiling.y);
        //对烟雾图进行采样
        fixed4 cadd = tex2D(_FlowTex,uv)*temp;
        /*
        //使用blend src,1-src
        c.rgb = cadd.rgb*cadd.a* _FlowlightColor +c.rgb*(1-cadd.a);
        */
        //使用blend add
        c.rgb = cadd.rgb*cadd.a* _FlowlightColor + c.rgb;
        /* --------- */
        c.rgb *= c.a;
        return c;
    }
        ENDCG
    }
    }
}

代码中有注释,就不多做解释了。这个shader有几个特点:
1、支持UGUI裁剪,在ScrollView中可用。
2、支持叠加图片的编辑,可以重用游戏中的资源,可填充颜色和Tiling限制采样区域。
3、支持叠加区域的编辑,由于只写了横向移动,所以只能编辑纵向的区域。
4、UV流动的同时,纵向UV扰动,让效果更自然,并且按照扰动编辑叠加区域。

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转载自blog.csdn.net/whl33886/article/details/76832206