FairyGUI中给组件更换Shader,最简单的方式就是找到组件中的Shader字段进行赋值。需要注意的是,对于自定的shader效果需要将目标图片进行单独发布,也就是一个目标图片占用一张图集。(应该会有更好的解决办法,但目前还是就先这样子)
本篇文章中的Shader源码来自于对官方的“FairyGUI/Image”修改,修改部分的源码来自于网络。
示例:加载Shader
代码中加载自定义Shader:
local logoImg = this.GetChild("n2").asImage
logoImg.shader = "FairyGUI/Image-Light"
一:扫光Shader
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image-Light"
{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}_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_BlendSrcFactor ("Blend SrcFactor", Float) = 5_BlendDstFactor ("Blend DstFactor", Float) = 10[Header(Light)]//扫光时间_LightTime("Light Time", Float) = 1//扫光厚度_LightThick("Light Thick", Float) = 0.2//循环时间_LightInterval("Light Interval", Float) = 2//扫光角度_LightAngle("Light Angle", int) = 60//亮度_Brightness("Light Brightness",float) = 1//扫光颜色_LightColor ("Light Color", Color) = (1,1,1,1)}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Stencil{Ref [_Stencil]Comp [_StencilComp]Pass [_StencilOp]ReadMask [_StencilReadMask]WriteMask [_StencilWriteMask]}Cull OffLighting OffZWrite OffFog{Mode Off}Blend [_BlendSrcFactor] [_BlendDstFactor], One OneColorMask [_ColorMask]Pass{CGPROGRAM#pragma multi_compile NOT_COMBINED COMBINED#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata_t{float4 vertex : POSITION;fixed4 color : COLOR;float4 texcoord : TEXCOORD0;};struct v2f{float4 vertex : SV_POSITION;fixed4 color : COLOR;float4 texcoord : TEXCOORD0;#ifdef CLIPPEDfloat2 clipPos : TEXCOORD1;#endif#ifdef SOFT_CLIPPEDfloat2 clipPos : TEXCOORD1;#endif};sampler2D _MainTex;half _LightTime;float _LightThick;float _LightInterval;int _LightAngle;float _Brightness;float4 _LightColor;#ifdef COMBINEDsampler2D _AlphaTex;#endifCBUFFER_START(UnityPerMaterial)#ifdef CLIPPEDfloat4 _ClipBox = float4(-2, -2, 0, 0);#endif#ifdef SOFT_CLIPPEDfloat4 _ClipBox = float4(-2, -2, 0, 0);float4 _ClipSoftness = float4(0, 0, 0, 0);#endifCBUFFER_END#ifdef COLOR_FILTERfloat4x4 _ColorMatrix;float4 _ColorOffset;float _ColorOption = 0;#endifv2f vert(appdata_t v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.texcoord = v.texcoord;#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)o.color.rgb = GammaToLinearSpace(v.color.rgb);o.color.a = v.color.a;#elseo.color = v.color;#endif#ifdef CLIPPEDo.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;#endif#ifdef SOFT_CLIPPEDo.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;#endifreturn o;}fixed4 frag(v2f i) : SV_Target{fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;//扫光代码来源 https://blog.csdn.net/u014621871/article/details/122685044//光照的流逝时间fixed currentTimePassed = fmod(_Time.y, _LightTime + _LightInterval);fixed x = currentTimePassed / _LightTime;//倾斜角 1°≈0.0174444float angleInRad = 0.0174444 * _LightAngle;fixed tanX = tan(angleInRad);x += (x - 1) / tanX;fixed x1 = i.texcoord.y / tanX + x;fixed x2 = x1 + _LightThick;if (i.texcoord.x > x1 && i.texcoord.x < x2){//差值计算,根据与中心的距离的比例来计算亮度float xMid = 0.5 * (x1 + x2);fixed dis = 1 - abs(i.texcoord.x - xMid) * 2 / _LightThick;half colorA = col.a;//扫光的颜色*强度+默认颜色输出col += col + _LightColor * (_Brightness * dis);col.a = colorA;}#ifdef COMBINEDcol.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;#endif#ifdef GRAYEDfixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));col.rgb = fixed3(grey, grey, grey);#endif#ifdef SOFT_CLIPPEDfloat2 factor = float2(0,0);if(i.clipPos.x<0)factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;elsefactor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;if(i.clipPos.y<0)factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;elsefactor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);#endif#ifdef CLIPPEDfloat2 factor = abs(i.clipPos);col.a *= step(max(factor.x, factor.y), 1);#endif#ifdef COLOR_FILTERif (_ColorOption == 0){fixed4 col2 = col;col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;col = col2;}else //premultiply alphacol.rgb *= col.a;#endif#ifdef ALPHA_MASKclip(col.a - 0.001);#endifreturn col;}ENDCG}}
}
二:循环背景图
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image-Loop"
{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}_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_BlendSrcFactor ("Blend SrcFactor", Float) = 5_BlendDstFactor ("Blend DstFactor", Float) = 10_Speed("Speed", Range(0,3)) = 0.1_Rotation("Rotation", Range(0,360)) = 225 //为了方便直观,角度的值使用了0~360范围}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Stencil{Ref [_Stencil]Comp [_StencilComp]Pass [_StencilOp]ReadMask [_StencilReadMask]WriteMask [_StencilWriteMask]}Cull OffLighting OffZWrite OffFog{Mode Off}Blend [_BlendSrcFactor] [_BlendDstFactor], One OneColorMask [_ColorMask]Pass{Blend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma multi_compile NOT_COMBINED COMBINED#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK#pragma vertex vert#pragma fragment frag#pragma shader_feature _FlipY#include "UnityCG.cginc"struct appdata_t{float4 vertex : POSITION;fixed4 color : COLOR;float4 texcoord : TEXCOORD0;};struct v2f{float4 vertex : SV_POSITION;fixed4 color : COLOR;half2 uvTA: TEXCOORD0;#ifdef CLIPPEDfloat2 clipPos : TEXCOORD1;#endif#ifdef SOFT_CLIPPEDfloat2 clipPos : TEXCOORD1;#endif};sampler2D _MainTex;float _Speed;float _Rotation;uniform half4 _MainTex_ST;#ifdef COMBINEDsampler2D _AlphaTex;#endifCBUFFER_START(UnityPerMaterial)#ifdef CLIPPEDfloat4 _ClipBox = float4(-2, -2, 0, 0);#endif#ifdef SOFT_CLIPPEDfloat4 _ClipBox = float4(-2, -2, 0, 0);float4 _ClipSoftness = float4(0, 0, 0, 0);#endifCBUFFER_END#ifdef COLOR_FILTERfloat4x4 _ColorMatrix;float4 _ColorOffset;float _ColorOption = 0;#endifv2f vert(appdata_t v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)o.color.rgb = GammaToLinearSpace(v.color.rgb);o.color.a = v.color.a;#elseo.color = v.color;#endif#ifdef CLIPPEDo.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;#endif#ifdef SOFT_CLIPPEDo.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;#endiffloat Rot = _Rotation * (3.1415926f / 180.0f);float s = sin(Rot);float c = cos(Rot);o.uvTA = (v.texcoord) * _MainTex_ST.xy + fixed2(s, c) * (_Time.y * _Speed) - _MainTex_ST.zw;return o;}fixed4 frag(v2f i) : SV_Target{fixed4 col = tex2D(_MainTex, i.uvTA).rgba * i.color;#ifdef COMBINEDcol.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;#endif#ifdef GRAYEDfixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));col.rgb = fixed3(grey, grey, grey);#endif#ifdef SOFT_CLIPPEDfloat2 factor = float2(0,0);if(i.clipPos.x<0)factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;elsefactor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;if(i.clipPos.y<0)factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;elsefactor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);#endif#ifdef CLIPPEDfloat2 factor = abs(i.clipPos);col.a *= step(max(factor.x, factor.y), 1);#endif#ifdef COLOR_FILTERif (_ColorOption == 0){fixed4 col2 = col;col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;col = col2;}else //premultiply alphacol.rgb *= col.a;#endif#ifdef ALPHA_MASKclip(col.a - 0.001);#endifreturn col;}ENDCG}}
}
参考:
1、UGUI扫光shader
2、无限循环背景的制作
如果有问题可以留言指出!感谢!