纹理贴图移动特效产生岩浆、瀑布效果
原理是改变动态改变纹理坐标uv的值,使之移动
首先准备好一张贴图
建立一个shader 变量一览: _MainTex 主纹理贴图 _MainTint 主要颜色 _ScrollXSpeed x轴移动速度 _ScrollYSpeed y轴移动速度
Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTint ("Diffuse Tint", Color) = (1, 1, 1, 1) _ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2 _ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2 }
主要是在surf函数里进行操作 fixed xScrollValue = _ScrollXSpeed * _Time; fixed yScrollValue = _ScrollYSpeed * _Time; x、y偏移量随时间增加
void surf (Input IN, inout SurfaceOutput o) { fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollXSpeed * _Time; fixed yScrollValue = _ScrollYSpeed * _Time; scrolledUV += fixed2(xScrollValue, yScrollValue); half4 c = tex2D (_MainTex, scrolledUV); o.Albedo = c.rgb * _MainTint; o.Alpha = c.a; }
_Time是 unity shaderlab内置值 float4 _Time : Time (t/20, t, t*2, t*3) 是一个四维向量
scrolledUV += fixed2(xScrollValue, yScrollValue); uv的x,y值随时间累加偏移量
最后整合uv与主颜色到当前纹理上 产生了这种移动的效果
shader代码如下
Shader "Custom/testShader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTint ("Diffuse Tint", Color) = (1, 1, 1, 1) _ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2 _ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert fixed4 _MainTint; fixed _ScrollXSpeed; fixed _ScrollYSpeed; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollXSpeed * _Time; fixed yScrollValue = _ScrollYSpeed * _Time; scrolledUV += fixed2(xScrollValue, yScrollValue); half4 c = tex2D (_MainTex, scrolledUV); o.Albedo = c.rgb * _MainTint; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
时间: 2024-10-24 07:36:57