Shader "Custom/UI_TiledTriangleWave" { Properties { [PerRendererData] _MainTex ("Sprite Texture (Your Triangle)", 2D) = "white" {} // Tiling properties _TilingX ("Tiling X", Float) = 30 _TilingY ("Tiling Y", Float) = 10 // Animation properties _Speed ("Animation Speed", Float) = 2.0 _MinAlpha ("Min Alpha", Range(0, 1)) = 0.1 _MaxAlpha ("Max Alpha", Range(0, 1)) = 1.0 // Randomness control _RandomScale ("Random Phase Scale", Float) = 10.0 // 用来放大随机种子的影响 // --- UI Shader properties --- _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 [Toggle(UNITY_UI_CLIP_RECT)] _UseClipRect ("Use Clip Rect", Float) = 0 } SubShader { // ... (Stencil, Cull, Blend等设置保持不变, 这里省略) ... Tags { "Queue"="Transparent" "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 #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; float _TilingX; float _TilingY; float _Speed; float _MinAlpha; float _MaxAlpha; float _RandomScale; // 新增 float4 _ClipRect; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.worldPosition = v.vertex; o.vertex = UnityObjectToClipPos(o.worldPosition); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } // 简单的伪随机哈希函数 // 输入一个2D ID, 输出一个 0 到 1 之间的伪随机值 float randomHash(float2 uv) { // 一个常用且简单的哈希函数 return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453); } fixed4 frag(v2f i) : SV_Target { float2 tiledUV = i.uv * float2(_TilingX, _TilingY); float2 tileID = floor(tiledUV); float2 localUV = frac(tiledUV); fixed4 col = tex2D(_MainTex, localUV); // --- 这是修改的核心 --- // 1. 使用 tileID 生成一个 0-1 之间的随机哈希值 float randomValue = randomHash(tileID); // 2. 将随机值乘以 _RandomScale 作为相位偏移 // 这样每个块的起始时间点就是离散且随机的 float phaseOffset = randomValue * _RandomScale; // ----------------------- float sineWave = sin(_Time.y * _Speed + phaseOffset); float normalizedAlpha = (sineWave * 0.5) + 0.5; float targetAlpha = lerp(_MinAlpha, _MaxAlpha, normalizedAlpha); col.a *= targetAlpha * i.color.a; col.rgb *= i.color.rgb; #ifdef UNITY_UI_CLIP_RECT col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #endif return col; } ENDCG } } }