写个扫光的shader
时间: 2023-07-29 10:08:47 浏览: 34
好的,以下是一份基本的扫光Shader代码示例,您可以在Unity中使用它:
```
Shader "Custom/SweepShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_SweepSpeed ("Sweep Speed", Range(0, 10)) = 1
_SweepDirection ("Sweep Direction", Range(0, 1)) = 0
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
float4 _Color;
float _SweepSpeed;
float _SweepDirection;
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 {
float4 col = tex2D(_MainTex, i.uv) * _Color;
float sweepValue = fmod(_Time.y * _SweepSpeed, 1.0);
float sweepDirection = (_SweepDirection == 0) ? sweepValue : (1.0 - sweepValue);
col.a *= smoothstep(0.8, 1.0, sweepDirection);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
```
这个Shader将一个纹理贴图进行扫光效果的渲染。您可以调整参数 `_SweepSpeed` 和 `_SweepDirection` 来控制扫光的速度和方向。同时,您也可以对 `_Color` 参数进行修改以改变纹理的颜色。