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Properties { _MainTex ("Texture", 2D) = "white" {} _FlowColor ("Flow Color", Color) = (1, 1, 1, 1) // 流光颜色 _FlowFrequency ("Flow Frequency", Float) = 1.0 // 流光频率 _FlowSpeed ("Flow Speed", Float) = 1.0 // 流光速度 _FlowAmplitude ("Flow Amplitude", Float) = 0.5 // 流光振幅 _FlowWidth ("Flow Width", Float) = 0.1 // 流光宽度 _FlowRotationAngle ("Flow Rotation Angle", Float) = 90.0 // 流光旋转角度,以度为单位 _FlowPhase ("Flow Phase", Float) = 0.0 // 流光相位 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry+10" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma shader_feature _ ENABLE_FLOWLIGHT struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 pos_world : TEXCOORD1; float3 pivot_world : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _FlowColor; float _FlowFrequency; float _FlowSpeed; float _FlowAmplitude; float _FlowWidth; float _FlowRotationAngle; float _FlowPhase; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 pos_world = mul(unity_ObjectToWorld, v.vertex).xyz; o.pos_world = pos_world; o.pivot_world = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0)).xyz; o.uv = v.texcoord; return o; } fixed4 frag (v2f i) : SV_Target { half3 baseColor = tex2D(_MainTex, i.uv).rgb; #ifdef ENABLE_FLOWLIGHT // 计算相对位置 half2 uv_flow = (i.pos_world.xy - i.pivot_world.xy); // 将度数转换为弧度 float rad = radians(_FlowRotationAngle); // 计算旋转矩阵 float cosTheta = cos(rad); float sinTheta = sin(rad); float2x2 rotationMatrix = float2x2(cosTheta, -sinTheta, sinTheta, cosTheta); // 应用旋转矩阵到UV坐标 uv_flow = mul(rotationMatrix, uv_flow); // 计算时间因子,包括相位调整 float timeFactor = _Time.y * _FlowSpeed +_FlowPhase; // 计算流光效果 float wave = sin(_FlowFrequency * uv_flow.x + timeFactor) * _FlowAmplitude; // 构建流光Mask float flowMask = smoothstep(0.5 - _FlowWidth, 0.5, 0.5 + wave) - smoothstep(0.5, 0.5 + _FlowWidth, 0.5 + wave); // 叠加流光颜色 float3 final_col = baseColor + flowMask * _FlowColor.rgb; #else float3 final_col = baseColor; #endif return float4(final_col, 1.0); } ENDCG } }
UV这样算,可以保证3D模型,流光可以沿着一个方向流动