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shader实现以上百叶窗效果
看到一篇文章弄的比较复杂,觉得可以都通过shader来实现,就动手了。
shader定义了2张texture,自己随便找2张图片拖进去就行。
Shader "Unlit/NewUnlitShader"
{Properties{_MainTex ("Texture", 2D) = "white" {}_MainTex2 ("Texture2", 2D) = "white" {}_StartFlag("开始标记", float) = 0_SpeedFactor("速度",Range(0.01,10)) = 0.1_StartTime("时间初始标记,不要手动设置",float) = 1_Column("百叶窗的列数",float ) = 5}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag// make fog work#pragma multi_compile_fog#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;sampler2D _MainTex2;float4 _MainTex2_ST;float _StartFlag;float _Column;float _SpeedFactor;float _StartTime;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}fixed4 frag (v2f i) : SV_Target{fixed4 col = 0;//_StartFlag 通过C#监听键盘事件,设置为1,作为开始动画的标记//step(a,b) => if(b>=a) return 1 else return 0//i.uv.x % (1/_Column) i.uv.x范围是0-1,分成_Column份 每份(1/_Column)fixed result = _StartFlag * step( i.uv.x % (1/_Column) ,(_Time.y - _StartTime) * _SpeedFactor );if( result == 0 ){col = tex2D(_MainTex, i.uv);}else{col = tex2D(_MainTex2, i.uv);}return col;}ENDCG}}
}
C#控制开关,点击键盘任意按键。挂到panel上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class baiyechuang : MonoBehaviour {// Use this for initializationMaterial mat;MeshRenderer meshRen;void Start () {meshRen = this.GetComponent<MeshRenderer> ();print (meshRen);mat = meshRen.material;print (mat);}void OnGUI() {if (Input.anyKeyDown){Event e = Event.current;if (e.isMouse) {Debug.Log(e.button);}if (e.isKey){if (e.keyCode == KeyCode.None)return;Debug.Log(e.keyCode);mat.SetFloat ("_StartTime", Time.timeSinceLevelLoad);mat.SetFloat ("_StartFlag", 1);}}}}
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