
commit 994279b09e8676155176aecbcd43f13ab90f2c92 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:59:44 2021 +0800 任务:编写效果Shader 1.增加了通过高斯模糊公式实现的高斯模糊shader(建议用在背景层,让画面有一些景深感觉) 2.增加了像素化的shader,通过在片元着色器上的uv合并,可以使贴图变为像素风格 3.增加了闪光划过的shader commit 271e45aeb97212640573a9faf71483cece293043 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:09:30 2021 +0800 11.29合并分支 commit dfa618fabaf36626e1b92e7ab34c87d497bcdeb3 Author: SAIPO <grasste0403@hotmail.com> Date: Sat Nov 27 13:42:16 2021 +0800 合并分支 commit de8d79b73e560814ff9fc8a0c3418009682c5ef8 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Nov 23 21:25:44 2021 +0800 任务:搭建Mysql数据库相关框架 1.完成Mysql动态链接库的导入 2.实现基本的服务器连接数据框架 3.实现Sql语句查询框架 # Conflicts: # Assets/Behavior Designer/Resources/BehaviorDesignerGlobalVariables.asset.meta # Assets/Demigiant/DOTween/Editor.meta # Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta # Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta # Assets/Shader.meta # Assets/Shader/像素化.meta
121 lines
4.6 KiB
Plaintext
121 lines
4.6 KiB
Plaintext
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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} |