Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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108 行
3.5 KiB

Shader "Boat Attack/UI/Halftone Fade"
{
Properties
{
_Rotation("Rotate", Range(-1, 1)) = 0
_OffsetX("Offset Horizontal", Range(-1, 1)) = 0
_OffsetY("Offset Vertical", Range(-1, 1)) = 0
_Width("Width", Range(0.01, 1)) = 0.1
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="Overlay"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile _ _STATIC_SHADER
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
float Remap(float In, float2 InMinMax, float2 OutMinMax)
{
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 color : TEXCOORD2;
float4 positionCS : SV_POSITION;
};
half _Rotation;
half _OffsetX;
half _OffsetY;
half _Width;
Varyings vert (Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = input.uv;
output.color = input.color;
output.screenPos = ComputeScreenPos(vertexInput.positionCS);
return output;
}
real4 frag (Varyings input) : SV_Target
{
// sample the texture
real4 color = input.color;
// Time
half t = _Time.x;
#ifdef _STATIC_SHADER
t = 0;
#endif
// Halftone
float2 centerScreenPos = float2((input.screenPos.x / input.screenPos.w * 2 - 1) * _ScreenParams.x / _ScreenParams.y, input.screenPos.y / input.screenPos.w * 2 - 1);
float halftone = distance(frac((centerScreenPos + half2(-t, 0)) * 10), 0.5);
halftone = Remap(halftone, float2(0.5, 1), float2(1, 0));
// Gradient
half rotate = _Rotation * 3.1425;
half2 gradientCoords = input.uv; // ((input.screenPos.xy / input.screenPos.w) * 2 - 1;
half gradient = dot(gradientCoords + half2(_OffsetX, _OffsetY), half2(sin(rotate), cos(rotate)));
gradient = Remap(gradient, float2(-_Width, _Width), float2(0, 1));
half base = 0.5;
half diff = 0.1;
half spread = 0.02;
float a = smoothstep(base - diff - spread, base - diff + spread, halftone * gradient);
float b = smoothstep(base + diff - spread, base + diff + spread, halftone * gradient);
color.a *= lerp(a, b, 0.5);
return color;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}