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Unity shader實現百葉窗特效

本文例項為大家分享了Unity shader百葉窗展示的具體程式碼,供大家參考,具體內容如下

1.將圖片劃分為水平N欄,程式碼如下:

Shader "Unlit/BYCShader"
{
 Properties
 {
  [PerRendererData] _MainTex ("Sprite Texture",2D) = "white" {}
  _Color ("Tint",Color) = (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
  }
 }
}

如上圖,劃分為N欄後,對每一欄進行單獨處理,即可做到每一欄都同時進行顏色消減。

2.對每一欄同時進行顏色消減(控制閾值可以通過c#程式碼實現)

程式碼如下:

Shader "Unlit/BYCShader"
{
 Properties
 {
  [PerRendererData] _MainTex ("Sprite Texture",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);
   }
  ENDCG
  }
 }
}

效果如下:

3.加上切變,百葉窗在關閉開啟時,是有透視變化的。用切變可以近似模擬透視,因為透視的實現代價很大,所以用切變。

新增一張圖片,並進行切變

程式碼如下:

Shader "Unlit/BYCShader"
{
 Properties
 {
  [PerRendererData] _MainTex ("Sprite Texture",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;
 }
 
 //這裡進行切變
 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,然後繞每一欄的起點進行切變(這裡類似於繞某一點旋轉,所以後面要進行反向操作,加了就減,減了就加)
    float2x2 qiebian = float2x2(1,(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:

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。