Unity3D UGUI实现翻书特效实现翻书特效
本文实例为大家分享了Unity3D UGUI翻书展示的具体代码,供大家参考,具体内容如下
参考大佬的,链接找不到了,找到了再加在这。
下边是Shader代码:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Personal/PageTurning" {
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex("MainTex",2D)="White"{}
_SecTex("SecTex",2D)="White"{}
_Angle("Angle",Range(0,180))=0
_Warp("Warp",Range(0,10))=0
_WarpPos("WarpPos",Range(0,1))=0
_Downward("Downward",Range(0,1))=0
}
SubShader
{
pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 _Color;
float _Angle;
float _Warp;
float _Downward;
float _WarpPos;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
v.vertex += float4(5,0,0,0);
float s;
float c;
sincos(radians(-_Angle),s,c);
float4x4 rotate={
c,s,0,0,
-s,c,0,0,
0,0,1,0,
0,0,0,1};
float rangeF=saturate(1 - abs(90-_Angle)/90);
v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF;
v.vertex.x -= rangeF * v.vertex.x*_Downward;
v.vertex = mul(rotate,v.vertex);
v.vertex += float4(-5,0,0,0);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}