呈現的效果大概是這樣
設定主要材質作為表面顯示,次要材質來做為背面顯示,以及前後加乘的顏色。
_MainTex ("Base (RGB)", 2D) = "white" {}
_SubTex ("Sub Texture(RGB)", 2D) = "white" {}
_FrontColor ("Front Color", Color) = (1,1,1,1)
_BackColor ("Back Color", Color) = (1,1,1,1)
_Amount ("Amount", Range (0,1)) = 0
這邊的概念就是從左邊依據 _Amount 開始切除不顯示,然後以切除的那個X座標點開始,往右取跟切除部分相同的長度,這部分輸出方向逆轉過來的背面材質,然後剩下的部分就顯示原本的材質,就可以簡單達到這樣的效果了。
if (coord.x < 2 * _Amount) {
float2 invertUV = input.screenPos;
invertUV.x = 2*_Amount-input.screenPos.x;
float4 originalSubColor = tex2D(_SubTex, invertUV);
color = originalSubColor*_BackColor;
}
clip (coord.x - _Amount);
完整Shader Code
Shader "Custom/Fading"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_SubTex ("Sub Texture(RGB)", 2D) = "white" {}
_FrontColor ("Front Color", Color) = (1,1,1,1)
_BackColor ("Back Color", Color) = (1,1,1,1)
_Amount ("Amount", Range (0,1)) = 0
}
SubShader {
Pass {
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MainTex;
uniform sampler2D _SubTex;
uniform float4 _FrontColor;
uniform float4 _BackColor;
uniform float _Amount;
struct vertexInput {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD5;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.uv = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
output.screenPos = output.pos * 0.5 + 0.5;
return output;
}
half4 frag(vertexOutput input) : COLOR
{
float4 originalColor = tex2D(_MainTex, input.uv);
float2 coord = input.screenPos.xy;
float4 color = tex2D(_MainTex, coord)*_FrontColor;
if (coord.x < 2 * _Amount) {
float2 invertUV = input.screenPos;
invertUV.x = 2*_Amount-input.screenPos.x;
float4 originalSubColor = tex2D(_SubTex, invertUV);
color = originalSubColor*_BackColor;
}
clip (coord.x - _Amount);
return color;
}
ENDCG
}
}
Fallback "Diffuse"
}
如果有任何想法歡迎提出。

2 comments:
float4 color = tex2D(_MainTex, coord)*_FrontColor;
if (coord.x<2 data-blogger-escaped-coord.x="" data-blogger-escaped-mount="">_Amount) {
float2 invertUV = input.screenPos;
invertUV.x = 2*_Amount-input.screenPos.x;
float4 originalSubColor = tex2D(_SubTex, invertUV);
color = originalSubColor*_BackColor;
}
这段是不是被博客程序破坏掉了
是的,我沒有注意到,把它刪掉應該就好了
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