91超碰碰碰碰久久久久久综合_超碰av人澡人澡人澡人澡人掠_国产黄大片在线观看画质优化_txt小说免费全本

溫馨提示×

溫馨提示×

您好,登錄后才能下訂單哦!

密碼登錄×
登錄注冊×
其他方式登錄
點擊 登錄注冊 即表示同意《億速云用戶服務條款》

Unity Shader實現新手引導遮罩鏤空效果

發布時間:2020-09-28 08:35:26 來源:腳本之家 閱讀:766 作者:mac_zly 欄目:編程語言

這兩天實現了下新手引導需要的遮罩鏤空shader效果,記錄一下。

1、圓形鏤空shader代碼:    

//計算片元世界坐標和目標中心位置的距離
float dis = distance(IN.worldPosition.xy, _Center.xy);
//過濾掉距離小于(半徑-過渡范圍)的片元
clip(dis - (_Radius - _TransitionRange));
//優化if條件判斷,如果距離小于半徑則執行下一步,等于if(dis < _Radius)
fixed tmp = step(dis, _Radius);
//計算過渡范圍內的alpha值
color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;

效果:忽略漸變的蒙版,隨便找的圖片

Unity Shader實現新手引導遮罩鏤空效果

2、橢圓鏤空shader代碼:

//計算X軸方向距離
float disX = distance(IN.worldPosition.x, _Center.x);
//計算Y軸方向距離
float disY = distance(IN.worldPosition.y, _Center.y);
//運用橢圓方程計算片元的alpha值,_Ellipse為橢圓系數
fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0);
//優化if條件判斷
fixed tmp = step(factor, 1.0f);
//賦值橢圓外或橢圓內的alpha值
color.a *= (1 - tmp) + tmp * factor;

效果:

Unity Shader實現新手引導遮罩鏤空效果

3、圓形目標位置聚合動畫shader代碼:

//_StartTime為效果開始時間點,Unity中對應賦值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
fixed processTime = _Time.y - _StartTime;
//判斷shader執行時長是否超過_TotalTime
clip(_TotalTime - processTime);
//優化if條件判斷
fixed tmp = step(processTime, _ReduceTime);
//計算當前時間點的圓形鏤空半徑
float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
float dis = distance(IN.worldPosition.xy, _Center.xy);
//拋棄距離小于當前圓形鏤空半徑的片元
clip(dis - curRadius);

效果:不知道為啥上傳上來就有問題了,正常是沒問題的

Unity Shader實現新手引導遮罩鏤空效果

整個shader源碼,在Unity UGUI 自帶Default shader基礎上添加:

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/Default_Mask"
{
  Properties
  {
    [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
    _Color ("Tint", Color) = (1,1,1,1)

    _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_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 //-------------------add----------------------
 _Center("Center", vector) = (0, 0, 0, 0)
 _Radius("Radius", Range(0,1000)) = 1000 // sliders
 _TransitionRange("Transition Range", Range(0, 100)) = 10
 _Width("Width", Float) = 1
 _Height("Height", Float) = 1
 _Ellipse("Ellipse", Float) = 4
 _ReduceTime("ReduceTime", Float) = 1
 _TotalTime("TotalTime", Float) = 1
 _StartTime("StartTime", Float) = 0
 _MaxRadius("MaxRadius", Float) = 1500
 [KeywordEnum(ROUND, ELLIPSE, DYNAMIC_ROUND)] _RoundMode("Mask mode", Float) = 0
 //-------------------add----------------------
  }

  SubShader
  {
    Tags
    {
      "Queue"="Transparent"
      "IgnoreProjector"="True"
      "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
    {
      Name "Default"
    CGPROGRAM
      #pragma vertex vert
      #pragma fragment frag
      #pragma target 2.0

      #include "UnityCG.cginc"
      #include "UnityUI.cginc"

      #pragma multi_compile __ UNITY_UI_CLIP_RECT
      #pragma multi_compile __ UNITY_UI_ALPHACLIP
  #pragma multi_compile _ROUNDMODE_ROUND _ROUNDMODE_ELLIPSE _ROUNDMODE_DYNAMIC_ROUND

      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 texcoord : TEXCOORD0;
        float4 worldPosition : TEXCOORD1;
        UNITY_VERTEX_OUTPUT_STEREO
      };

      fixed4 _Color;
      fixed4 _TextureSampleAdd;
      float4 _ClipRect;
  //-------------------add----------------------
  half _Radius;
  float2 _Center;
  half _TransitionRange;
  half _Width;
  half _Height;
  half _Ellipse;
  fixed _ReduceTime;
  half _TotalTime;
  float _StartTime;
  half _MaxRadius;

  //-------------------add----------------------

      v2f vert(appdata_t v)
      {
        v2f OUT;
        UNITY_SETUP_INSTANCE_ID(v);
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
        OUT.worldPosition = v.vertex;
        OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

        OUT.texcoord = v.texcoord;

        OUT.color = v.color * _Color;
        return OUT;
      }

      sampler2D _MainTex;

      fixed4 frag(v2f IN) : SV_Target
      {
        half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

        #ifdef UNITY_UI_CLIP_RECT
        color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
        #endif

        #ifdef UNITY_UI_ALPHACLIP
        clip (color.a - 0.001);
        #endif

  //-------------------add----------------------
#ifdef _ROUNDMODE_ROUND
  //計算片元世界坐標和目標中心位置的距離
  float dis = distance(IN.worldPosition.xy, _Center.xy);
  //過濾掉距離小于(半徑-過渡范圍)的片元
  clip(dis - (_Radius - _TransitionRange));
  //優化if條件判斷,如果距離小于半徑則執行下一步,等于if(dis < _Radius)
  fixed tmp = step(dis, _Radius);
  //計算過渡范圍內的alpha值
  color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;
#elif _ROUNDMODE_ELLIPSE
  //計算X軸方向距離
  float disX = distance(IN.worldPosition.x, _Center.x);
  //計算Y軸方向距離
  float disY = distance(IN.worldPosition.y, _Center.y);
  //運用橢圓方程計算片元的alpha值,_Ellipse為橢圓系數
  fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0);
  //優化if條件判斷
  fixed tmp = step(factor, 1.0f);
  //賦值橢圓外或橢圓內的alpha值
  color.a *= (1 - tmp) + tmp * factor;
#else
  //_StartTime為效果開始時間點,Unity中對應賦值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
  fixed processTime = _Time.y - _StartTime;
  //判斷shader執行時長是否超過_TotalTime
  clip(_TotalTime - processTime);
  //優化if條件判斷
  fixed tmp = step(processTime, _ReduceTime);
  //計算當前時間點的圓形鏤空半徑
  float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
  float dis = distance(IN.worldPosition.xy, _Center.xy);
  //拋棄距離小于當前圓形鏤空半徑的片元
  clip(dis - curRadius);
#endif
  //-------------------add----------------------
        return color;
      }
    ENDCG
    }
  }
}

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。

向AI問一下細節

免責聲明:本站發布的內容(圖片、視頻和文字)以原創、轉載和分享為主,文章觀點不代表本網站立場,如果涉及侵權請聯系站長郵箱:is@yisu.com進行舉報,并提供相關證據,一經查實,將立刻刪除涉嫌侵權內容。

AI

滨海县| 饶阳县| 塔河县| 班玛县| 库伦旗| 蒙城县| 弋阳县| 虞城县| 韶山市| 招远市| 孝义市| 绿春县| 安西县| 常宁市| 福清市| 富民县| 筠连县| 景德镇市| 漳平市| 龙泉市| 福海县| 九江县| 金堂县| 额济纳旗| 曲阜市| 海原县| 石泉县| 屏东县| 安康市| 昆明市| 鹤山市| 资源县| 衡山县| 江西省| 彭泽县| 衡水市| 兰州市| 同德县| 随州市| 长治市| 周宁县|