151 lines
4.7 KiB
Plaintext
151 lines
4.7 KiB
Plaintext
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
|
|
}
|
|
}
|
|
} |