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由于项目需要,弄了一个屏幕抖动Shader,直接看效果吧,UGUI Shader。 注意:使用的时候需要两张噪音贴图
Shader "Effect/SimpleHeadEffect" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15 _NoiseTex ("Alpha Texture", 2D) = "white" {} _NoiseTex2 ("Alpha Texture", 2D) = "white" {}
_DistortionFreq ("distortionFreq", Float) = 5 _BKColor ("BKColor", Color) = (0.5,0.5,0.5,1)
_Scale ("Scale", Float) = 256 }
SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] }
Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask]
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; };
struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord0 : TEXCOORD0; half2 texcoord1 : TEXCOORD1; }; fixed4 _Color;
v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord0 = IN.texcoord; OUT.texcoord1 = half2(IN.texcoord.x + _CosTime.y * 0.25, IN.texcoord.y + frac(_Time.y)); #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; }
sampler2D _MainTex; sampler2D _NoiseTex; sampler2D _NoiseTex2; float _DistortionFreq; float _DistortionRoll; half4 _BKColor;
fixed4 frag(v2f IN) : SV_Target { half2 tex0 = IN.texcoord0; half2 tex1 = IN.texcoord1;
half dis = frac(tex0.y * _DistortionFreq + 0.5 * _Time.y); dis *= (1 - dis); dis /= 1 + _CosTime.y * 200 * abs(tex0.y); tex0.x += dis * (tex2D(_NoiseTex2, tex1).r - 0.5);
half4 color = tex2D(_MainTex, tex0); float noise = tex2D(_NoiseTex, tex1 * 4).r - 0.2;
color.rgb = lerp(color.rgb, _BKColor, 1 - color.a) * noise * 3; color.a = 1;
return color; } ENDCG } } }
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