121 lines
4.6 KiB
Plaintext
121 lines
4.6 KiB
Plaintext
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Shader "Custom/Flash"
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{
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// ## # # ##
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// ########### # # ##
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// ### # ## # ##
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// # # # # # ###
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// # # # ## # ##
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// # ## # #############
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// # ### # # #
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// # #### # # #
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// # ## ## # ## #
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// #### #### ## # #
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// ### ### ## # ##
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// # # ### ## ##
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// # #### ### ######
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Properties
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{
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
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_Color("Color", Color) = (1,1,1,1)
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_Angle("angle", Range(0, 360)) = 75
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_Width("width", Range(0, 1)) = 0.2
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_FlashTime("flash time", Range(0, 100)) = 1
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_DelayTime("delay time", Range(0, 100)) = 0.2
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_LoopInterval("interval time", Range(0, 100)) = 2
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}
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SubShader
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{
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LOD 200
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Pass
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{
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Offset -1, -1
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _Color;
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float _Angle;
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float _Width;
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float _FlashTime;
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float _DelayTime;
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float _LoopInterval;
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float4 _MainTex_ST;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f o;
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v2f vert (appdata_t v)
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{
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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o.color = v.color;
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return o;
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}
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// 计算亮度
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//角度 宽度(x方向) 运行时间 开始时间 循环间隔
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float flash(float2 uv, float angle, float w, float runtime, float delay, float interval)
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{
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float brightness = 0;
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float radian = 0.0174444 * angle;
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float curtime = _Time.y; //当前时间
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float starttime = floor(curtime/interval) * interval; //本次flash开始时间
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float passtime = curtime - starttime;//本次flash流逝时间
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if (passtime > delay)
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{
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float projx = uv.y / tan(radian); //y的x投影长度
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float br = (passtime - delay) / runtime; //底部右边界
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float bl = br - w; //底部左边界
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float posr = br + projx; //此点所在行右边界
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float posl = bl + projx; //此点所在行左边界
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if (uv.x > posl && uv.x < posr)
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{
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float mid = (posl + posr) * 0.5; //flash中心点
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brightness = 1 - abs(uv.x - mid)/(w*0.5);
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}
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}
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return brightness;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 col = tex2D(_MainTex, i.texcoord);
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float bright = flash(i.texcoord, _Angle, _Width, _FlashTime, _DelayTime, _LoopInterval);
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float4 outcol = col + _Color*bright * col.a;// * step(0.5, col.a);
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return outcol;
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}
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ENDCG
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}
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}
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}
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