ict.xunfei/Assets/Scenes/kdl/Shader/MirrorAlpha.shader

103 lines
2.6 KiB
Plaintext

Shader "Unlit/MirrorAlpha"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_MirrorU("水平镜像翻转",float) = 0
_MirrorV("竖直镜像翻转",float) = 0
_AlphaLX("RangeAlphaLX",float) = 0
_AlphaRX("RangeAlphaRX",float) = 1
_AlphaTY("RangeAlphaTY",float) = 1
_AlphaBY("RangeAlphaBY",float) = 0
_AlphaPower("Power",float) = 0 //透明度变化范围
_AlphaStart("Start",float) = 0
}
SubShader
{
Tags {"RenderType" = "Transparent" "Queue" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float _MirrorU;
float _MirrorV;
float _AlphaPower;
sampler2D _AlphaTex;
float _AlphaLX;
float _AlphaRX;
float _AlphaTY;
float _AlphaBY;
float _AlphaStart;
struct a2v {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
if (_MirrorU > 0) {
o.uv.x = 1 - o.uv.x;//Flip the coordinates to get the image sampling data
}
if (_MirrorV > 0) {
o.uv.y = 1 - o.uv.y;//Flip the coordinates to get the image sampling data
}
return o;
}
//此方法取自Unity默认Sprite的Shader
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D(_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f i) : SV_Target{
// sample the texture
fixed4 col = SampleSpriteTexture(i.uv);
//利用透明度阈值和uv坐标的差来计算透明的程度和是否控制其半透
//四个方向只是对坐标的取值和正反方向不同,原理一致
fixed alphalx = col.a * lerp(_AlphaStart, _AlphaPower, (_AlphaLX - i.uv.x));
col.a = saturate(lerp(alphalx, col.a, step(_AlphaLX, i.uv.x)));
fixed alpharx = col.a * lerp(_AlphaStart, _AlphaPower, (i.uv.x - _AlphaRX));
col.a = saturate(lerp(col.a, alpharx, step(_AlphaRX, i.uv.x)));
fixed alphaby = col.a * lerp(_AlphaStart, _AlphaPower, (_AlphaBY - i.uv.y));
col.a = saturate(lerp(alphaby, col.a, step(_AlphaBY, i.uv.y)));
fixed alphaty = col.a * lerp(_AlphaStart, _AlphaPower, (i.uv.y - _AlphaTY));
col.a = saturate(lerp(col.a, alphaty, step(_AlphaTY, i.uv.y)));
return col;
//return tex2D(_MainTex,i.uv);
}
ENDCG
}
}
FallBack off
}