// 闪光特效
/**
01、当两站纹理都不透明进行叠加
02、一个透明,一个不透明,以背景色为主
03、都不透明 就不透明
**/
Shader "Study/04-FlashShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
_FlashTex ("Flash Texture", 2D) = "black" {
}
_Brightness ("Brightness", Range(0,1)) = 0.8 //亮度
_Offset ("Offset", Range(0,1)) = 0 //偏移量
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _FlashTex;
float _Offset;
float _Brightness;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col_src = tex2D(_MainTex, i.uv);
fixed4 col_flash = tex2D(_FlashTex,i.uv - fixed2((_Offset* _SinTime.w*0.8),0));
// float value =(_Brightness* _SinTime.w + 1)/2 ;
fixed4 col_out = col_src + col_flash*col_src.a * col_flash.a * _Brightness;
return col_out;
}
ENDCG
}
}
}
【004-Shader-闪光特效】
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转载自blog.csdn.net/qq_18924323/article/details/124863244
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