[UnityShader3]局部动态效果

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参考链接:http://blog.csdn.net/stalendp/article/details/30989295


效果图:



Shader "Custom/Lightning"
{
	Properties
	{
		_MainTex ("Main Texture", 2D) = "white" {}
		_MaskTex ("Mask Texture", 2D) = "white" {}//闪电遮罩
		_MaskTex2 ("Mask2 Texture", 2D) = "white" {}//领巾遮罩
		_NoiseTex ("Noise Texture", 2D) = "white" {}//用于领巾的飘动

		_Color ("Color", Color) = (1, 1, 1, 1)//闪电颜色
		_Speed ("Speed", Range(1, 10)) = 5//闪电速度
		_Radian ("Radian", Range(0, 3.14)) = 2.3//闪电弧度
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

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

			struct v2f
			{			
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float2 uvMask : TEXCOORD1;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			sampler2D _MaskTex;
			float4 _MaskTex_ST;

			sampler2D _MaskTex2;
			sampler2D _NoiseTex;

			fixed4 _Color;
			half _Speed;
			half _Radian; 

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				o.uvMask = TRANSFORM_TEX(v.uv, _MaskTex);

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 mainCol = tex2D(_MainTex, i.uv);
				fixed4 maskCol = tex2D(_MaskTex, i.uvMask);
				fixed4 mask2Col = tex2D(_MaskTex2, i.uv);
				fixed4 noiseCol = tex2D(_NoiseTex, i.uv + _Time.xx);


				fixed cosV = cos(_Radian);  
                fixed sinV = sin(_Radian);  
  
                //绕z轴旋转的矩阵  
                fixed4x4 rotMatrix = fixed4x4(cosV, -sinV, 0, 0,  
                                              sinV, cosV, 0, 0,  
                                              0, 0, 1, 0,  
                                              0, 0, 0, 1);  
				//旋转是因为闪电是斜着下来的
                float2 uv = mul(rotMatrix, float4(i.uvMask, 0, 0)).xy;

				fixed alpha = step(uv.y, frac(_Time.y * _Speed));

				//领巾动态效果
				if(mask2Col.a > 0)
				{
					//通过噪声图达到领巾随机飘动的效果
					mainCol = tex2D(_MainTex, i.uv + noiseCol.xy * 0.05 - 0.025);
					return mainCol;
				}
				//闪电动态效果
				return mainCol + maskCol * _Color * alpha;
			}
			ENDCG
		}
	}
}

这是unitypackage:

http://pan.baidu.com/s/1c2FQfsc

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转载自blog.csdn.net/lyh916/article/details/51909942