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Unity之流光效果

發(fā)布時(shí)間:2024/4/15 编程问答 29 豆豆
生活随笔 收集整理的這篇文章主要介紹了 Unity之流光效果 小編覺(jué)得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.

效果如圖:

shader如下:

Shader "Unlit/Walk light" {Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}_LightTex ("Light", 2D) = "black" {}}SubShader{LOD 200Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }Offset -1, -1Blend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag #include "UnityCG.cginc"sampler2D _MainTex;sampler2D _LightTex;struct appdata_t{float4 vertex : POSITION;float2 texcoord : TEXCOORD0;fixed4 color : COLOR;};struct v2f{float4 vertex : SV_POSITION;half2 texcoord : TEXCOORD0;fixed4 color : COLOR;};v2f o;v2f vert (appdata_t v){o.vertex = UnityObjectToClipPos(v.vertex);o.texcoord = v.texcoord;o.color = v.color;return o;}fixed4 frag (v2f IN) : COLOR{fixed4 main = tex2D(_MainTex, IN.texcoord);half lightU = IN.texcoord.x - frac(_Time.y);half2 lightUV = half2(lightU, IN.texcoord.y);fixed4 light = tex2D(_LightTex, lightUV);fixed4 col = main + main * light.a;return col * IN.color;}ENDCG}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }Offset -1, -1ColorMask RGBBlend SrcAlpha OneMinusSrcAlphaColorMaterial AmbientAndDiffuseSetTexture [_MainTex]{Combine Texture * Primary}}} }

資源在:https://files.cnblogs.com/files/jietian331/WalkLight.rar

轉(zhuǎn)載請(qǐng)注明出處:http://www.cnblogs.com/jietian331/p/8951980.html

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轉(zhuǎn)載于:https://www.cnblogs.com/jietian331/p/8951980.html

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