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Unity shader实现百叶窗特效

2020年03月09日  | 移动技术网IT编程  | 我要评论

本文实例为大家分享了unity shader百叶窗展示的具体代码,供大家参考,具体内容如下

1.将图片划分为水平n栏,代码如下:

shader "unlit/bycshader"
{
 properties
 {
  [perrendererdata] _maintex ("sprite texture", 2d) = "white" {}
  _color ("tint", color) = (1,1,1,1)
 
  _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
 
  _lan("lan",float) = 10 
 
  [toggle(unity_ui_alphaclip)] _useuialphaclip ("use alpha clip", float) = 0
 }
 
 subshader
 {
  tags
  {
   "queue"="transparent"
   "ignoreprojector"="true"
   "rendertype"="transparent"
   "previewtype"="plane"
   "canusespriteatlas"="true"
  }
 
  stencil
  {
   ref [_stencil]
   comp [_stencilcomp]
   pass [_stencilop]
   readmask [_stencilreadmask]
   writemask [_stencilwritemask]
  }
 
  cull off
  lighting off
  zwrite off
  ztest [unity_guiztestmode]
  blend srcalpha oneminussrcalpha
  colormask [_colormask]
 
  pass
  {
   name "default"
  cgprogram
   #pragma vertex vert
   #pragma fragment frag
   #pragma target 2.0
 
   #include "unitycg.cginc"
   #include "unityui.cginc"
 
   #pragma multi_compile __ unity_ui_clip_rect
   #pragma multi_compile __ unity_ui_alphaclip
 
   struct appdata_t
   {
    float4 vertex : position;
    float4 color : color;
    float2 texcoord : texcoord0;
    unity_vertex_input_instance_id
   };
 
   struct v2f
   {
    float4 vertex : sv_position;
    fixed4 color : color;
    float2 texcoord : texcoord0;
    float4 worldposition : texcoord1;
    unity_vertex_output_stereo
   };
 
   v2f vert(appdata_t v)
   {
    v2f out;
    unity_setup_instance_id(v);
    unity_initialize_vertex_output_stereo(out);
    out.worldposition = v.vertex;
    out.vertex = unityobjecttoclippos(out.worldposition);
 
    out.texcoord = v.texcoord;
 
    out.color = v.color;
    return out;
   }
 
   sampler2d _maintex;
 
   float _lan;
 
   float4 frag(v2f in) : sv_target
   {
    //從這裡開始
    float2 uv = in.texcoord;
 
    uv.x*= _lan;
    uv.x = frac(uv.x);
    return float4(uv.xy,1.0,1.0);
   }
  endcg
  }
 }
}

如上图,划分为n栏后,对每一栏进行单独处理,即可做到每一栏都同时进行颜色消减。

2.对每一栏同时进行颜色消减(控制阈值可以通过c#代码实现)

代码如下:

shader "unlit/bycshader"
{
 properties
 {
  [perrendererdata] _maintex ("sprite texture", 2d) = "white" {}
  _color ("tint", color) = (1,1,1,1)
 
  _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
 
  _lan("lan",float) = 10 
  _stepx("stepx",range(0.0,1.0))=1.0
 
  [toggle(unity_ui_alphaclip)] _useuialphaclip ("use alpha clip", float) = 0
 }
 
 subshader
 {
  tags
  {
   "queue"="transparent"
   "ignoreprojector"="true"
   "rendertype"="transparent"
   "previewtype"="plane"
   "canusespriteatlas"="true"
  }
 
  stencil
  {
   ref [_stencil]
   comp [_stencilcomp]
   pass [_stencilop]
   readmask [_stencilreadmask]
   writemask [_stencilwritemask]
  }
 
  cull off
  lighting off
  zwrite off
  ztest [unity_guiztestmode]
  blend srcalpha oneminussrcalpha
  colormask [_colormask]
 
  pass
  {
   name "default"
  cgprogram
   #pragma vertex vert
   #pragma fragment frag
   #pragma target 2.0
 
   #include "unitycg.cginc"
   #include "unityui.cginc"
 
   #pragma multi_compile __ unity_ui_clip_rect
   #pragma multi_compile __ unity_ui_alphaclip
 
   struct appdata_t
   {
    float4 vertex : position;
    float4 color : color;
    float2 texcoord : texcoord0;
    unity_vertex_input_instance_id
   };
 
   struct v2f
   {
    float4 vertex : sv_position;
    fixed4 color : color;
    float2 texcoord : texcoord0;
    float4 worldposition : texcoord1;
    unity_vertex_output_stereo
   };
 
   v2f vert(appdata_t v)
   {
    v2f out;
    unity_setup_instance_id(v);
    unity_initialize_vertex_output_stereo(out);
    out.worldposition = v.vertex;
    out.vertex = unityobjecttoclippos(out.worldposition);
 
    out.texcoord = v.texcoord;
 
    out.color = v.color;
    return out;
   }
 
   sampler2d _maintex;
 
   float _lan;
   float _stepx;
 
   float4 frag(v2f in) : sv_target
   {
    
    float2 uv = in.texcoord;
    uv.x*= _lan;
 uv.x = frac(uv.x);
 
 //從這裡開始,顏色值大於指定值stepx的進行消減
 int needdiscard = step(_stepx,uv.x);
 if(needdiscard == 1){
  discard;
 }
 return float4(uv.xy,1.0,1.0);
   }
  endcg
  }
 }
}

效果如下:

3.加上切变,百叶窗在关闭打开时,是有透视变化的。用切变可以近似模拟透视,因为透视的实现代价很大,所以用切变。

添加一张图片,并进行切变

代码如下:

shader "unlit/bycshader"
{
 properties
 {
  [perrendererdata] _maintex ("sprite texture", 2d) = "white" {}
  _color ("tint", color) = (1,1,1,1)
 
  _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
 
  _lan("lan",float) = 10 
  _stepx("stepx",range(0.0,1.0))=1.0
 
  [toggle(unity_ui_alphaclip)] _useuialphaclip ("use alpha clip", float) = 0
 }
 
 subshader
 {
  tags
  {
   "queue"="transparent"
   "ignoreprojector"="true"
   "rendertype"="transparent"
   "previewtype"="plane"
   "canusespriteatlas"="true"
  }
 
  stencil
  {
   ref [_stencil]
   comp [_stencilcomp]
   pass [_stencilop]
   readmask [_stencilreadmask]
   writemask [_stencilwritemask]
  }
 
  cull off
  lighting off
  zwrite off
  ztest [unity_guiztestmode]
  blend srcalpha oneminussrcalpha
  colormask [_colormask]
 
  pass
  {
   name "default"
  cgprogram
   #pragma vertex vert
   #pragma fragment frag
   #pragma target 2.0
 
   #include "unitycg.cginc"
   #include "unityui.cginc"
 
   #pragma multi_compile __ unity_ui_clip_rect
   #pragma multi_compile __ unity_ui_alphaclip
 
   struct appdata_t
   {
    float4 vertex : position;
    float4 color : color;
    float2 texcoord : texcoord0;
    unity_vertex_input_instance_id
   };
 
   struct v2f
   {
    float4 vertex : sv_position;
    fixed4 color : color;
    float2 texcoord : texcoord0;
    float4 worldposition : texcoord1;
    unity_vertex_output_stereo
   };
 
   v2f vert(appdata_t v)
   {
    v2f out;
    unity_setup_instance_id(v);
    unity_initialize_vertex_output_stereo(out);
    out.worldposition = v.vertex;
    out.vertex = unityobjecttoclippos(out.worldposition);
 
    out.texcoord = v.texcoord;
 
    out.color = v.color;
    return out;
   }
 
   sampler2d _maintex;
 
   float _lan;
   float _stepx;
 
   float4 frag(v2f in) : sv_target
   {
 
    //這裡進行裁剪
    float2 uv = in.texcoord;
    uv.x*= _lan;
 uv.x = frac(uv.x);
 int needdiscard = step(_stepx,uv.x);
 if(needdiscard == 1){
  discard;
 }
 
 //这里进行切变
 float x1 = uv.x;
 uv = in.texcoord;
 uv+=float2(-0.5,-0.5); 
    uv.x-=x1;//切變時,先將重心調整到中心,然后绕每一栏的起点进行切变(这里类似于绕某一点旋转,所以后面要进行反向操作,加了就减,减了就加)
    float2x2 qiebian = float2x2(1,0,(1.0-_stepx),1);
    uv = mul(qiebian,uv);
    uv-=float2(-0.5,-0.5);
    uv.x+=x1;
 
 float4 color= tex2d(_maintex, uv);
 
 
 return color;
   }
  endcg
  }
 }
}

效果如下:

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