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ichni_Official/Assets/Shaders/UI/UI_TiledTriangleWave.shader
SoulliesOfficial f09278037e 调整
2025-11-22 21:36:59 -05:00

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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
}
}
}