UI动效 01

  1. 1. 按钮UI动效

按钮UI动效


  • 效果图:
  • 效果演示视频:视频

  • 源代码:
  • Shader:
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    Shader "Unlit/Btn1Shader"
    {
    Properties
    {
    _MainTex ("MainTex", 2D) = "white" {}
    _MousePos ("MousePos", Vector) = (0,0,0,0)
    _ColorRedius ("ColorRedius", float) = 40
    _Color ("Color", Color) = (0,0,0,1)
    _ColorOffset ("ColorOffset", Range(0, 1)) = 0
    _ColorPow ("ColorPow", Range(0, 1)) = 0.5
    _BorderTex ("BorderTex", 2D) = "white" {}
    _BorderColorMul ("BorderColorPow", float) = 2
    }
    SubShader
    {
    Tags { "RenderType"="Transparent" "Queue"="Transparent"}
    Blend SrcAlpha OneMinusSrcAlpha
    // Alpha0
    //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;
    // };

    // sampler2D _MainTex;
    // float4 _MainTex_ST;
    // fixed4 _MousePos;
    // float _ColorRedius;
    // float _ColorOffset;

    // v2f vert (appdata v)
    // {
    // v2f o;
    // o.vertex = UnityObjectToClipPos(v.vertex);
    // o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    // return o;
    // }

    // fixed4 frag (v2f i) : SV_Target
    // {
    // fixed4 col = tex2D(_MainTex, i.uv);
    // float dis = distance(_MousePos.xy, i.vertex.xy);
    // //if (dis < _ColorRedius)
    // //{
    // // col.a = 0;
    // //}
    // col.a = saturate(col.a - smoothstep(_ColorRedius, 0, dis) + _ColorOffset * sign(col.a-0.1));
    // return col;
    // }
    // ENDCG
    //}
    // MainTex
    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;
    };

    sampler2D _MainTex;
    float4 _MainTex_ST;

    v2f vert (appdata v)
    {
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    return o;
    }

    fixed4 frag (v2f i) : SV_Target
    {
    fixed4 col = tex2D(_MainTex, i.uv);
    return col;
    }
    ENDCG
    }
    // MainColor
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    #include "UnityCG.cginc"

    struct appdata
    {
    float4 vertex : POSITION;
    // 原图形状mask
    float4 vert : POSITION;
    float2 uv : TEXCOORD0;
    };

    struct v2f
    {
    float4 vertex : SV_POSITION;

    float2 uv : TEXCOORD0;
    float4 vert : TEXCOORD1;
    };


    fixed4 _MousePos;
    float4 _Color;
    float _ColorRedius;
    float _ColorOffset;
    float _ColorPow;

    sampler2D _MainTex;
    float4 _MainTex_ST;

    v2f vert (appdata v)
    {
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);

    o.vert = UnityObjectToClipPos(v.vert);
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    return o;
    }

    fixed4 frag (v2f i) : SV_Target
    {
    fixed4 col = tex2D(_MainTex, i.uv);
    float dis = distance(_MousePos.xy, i.vertex.xy);
    float4 addColor = _Color;
    addColor.a = saturate(smoothstep(_ColorRedius, 0, dis) - _ColorOffset * sign(col.a-0.1));
    addColor.a = addColor.a * col.a * _ColorPow;
    return addColor;
    }
    ENDCG
    }
    // Border Color
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    #include "UnityCG.cginc"

    struct appdata
    {
    float4 vertexBorder : POSITION;
    float2 uvBorder : TEXCOORD0;
    };

    struct v2f
    {
    float2 uvBorder : TEXCOORD0;
    float4 vertexBorder : SV_POSITION;
    };

    sampler2D _BorderTex;
    float4 _BorderTex_ST;
    fixed4 _MousePos;
    float _ColorRedius;
    fixed4 _Color;
    float _BorderColorMul;

    v2f vert (appdata v)
    {
    v2f o;
    o.vertexBorder = UnityObjectToClipPos(v.vertexBorder);
    o.uvBorder = TRANSFORM_TEX(v.uvBorder, _BorderTex);
    return o;
    }

    fixed4 frag (v2f i) : SV_Target
    {
    fixed4 col = tex2D(_BorderTex, i.uvBorder);

    float dis = distance(_MousePos.xy, i.vertexBorder.xy);

    col = col + sign(col.a) * smoothstep(_ColorRedius, 0, dis) * _Color * _BorderColorMul;
    return col;
    }
    ENDCG
    }
    }
    }

  • C#:
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    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using TMPro;
    using DG.Tweening;
    using UnityEngine.EventSystems;
    using UnityEngine.UI;
    public class Btn1ComputeScript : MonoBehaviour
    {
    [SerializeField] private Material material;
    [SerializeField] private List<Material> materials = new List<Material>(3);
    [ColorUsageAttribute(true, true), SerializeField, Header("文字颜色")]
    private List<Color> textColor_In = new List<Color>();
    [ColorUsageAttribute(true, true), SerializeField, Header("文字颜色")]
    private Color textColor_Out;
    private List<bool> _isOverBtn = new List<bool>() { false, false, false};
    [SerializeField] private List<GameObject> btns = new List<GameObject>(3);
    private List<TextMeshProUGUI> _text = new List<TextMeshProUGUI>(3);

    private void Start()
    {
    for (int i = 0; i < _isOverBtn.Count; i++)
    {
    _isOverBtn[i] = false;
    _text.Add(btns[i].transform.GetChild(0).GetComponent<TextMeshProUGUI>());

    btns[i].GetComponent<Image>().material = new Material(material);
    materials.Add(btns[i].GetComponent<Image>().material);
    materials[i].SetColor("_Color", textColor_In[i]);
    }

    }
    private void Update()
    {
    for (int i = 0; i < materials.Count; i++)
    {
    materials[i].SetVector("_MousePos", Input.mousePosition);
    }
    if (IsPointerOverBtnUI() != -1 && !_isOverBtn[IsPointerOverBtnUI()])
    {
    _isOverBtn[IsPointerOverBtnUI()] = true;
    Sequence textLightSq = DOTween.Sequence().SetUpdate(true).SetId(transform);
    textLightSq.Append(_text[IsPointerOverBtnUI()].DOColor(textColor_In[IsPointerOverBtnUI()], .6f))
    .Join(DOTween.To((v) =>
    {
    _text[IsPointerOverBtnUI()].outlineWidth = v;
    }, 0, 0.01f, .6f) );


    }
    if (IsPointerOverBtnUI() == -1 && (_isOverBtn[0] || _isOverBtn[1] || _isOverBtn[2]))
    {
    Sequence textLightSq = DOTween.Sequence().SetUpdate(true).SetId(transform);
    if (_isOverBtn[0])
    {
    textLightSq.Append(_text[0].DOColor(textColor_Out, .6f))
    .Join(DOTween.To((v) =>
    {
    _text[0].outlineWidth = v;
    }, 0.01f, 0, .6f));
    }
    else if (_isOverBtn[1])
    {
    textLightSq.Append(_text[1].DOColor(textColor_Out, .6f))
    .Join(DOTween.To((v) =>
    {
    _text[1].outlineWidth = v;
    }, 0.01f, 0, .6f));
    }
    else if (_isOverBtn[2])
    {
    textLightSq.Append(_text[2].DOColor(textColor_Out, .6f))
    .Join(DOTween.To((v) =>
    {
    _text[2].outlineWidth = v;
    }, 0.01f, 0, .6f));
    }


    for (int i = 0; i < _isOverBtn.Count; i++)
    {
    _isOverBtn[i] = false;
    }
    }
    }
    // return BtnIndex (0, 1, 2) or -1
    private int IsPointerOverBtnUI()
    {
    PointerEventData eventData = new PointerEventData(EventSystem.current);
    eventData.position = Input.mousePosition;

    List<RaycastResult> results = new List<RaycastResult>();
    EventSystem.current.RaycastAll(eventData, results);
    for (int i = 0; i < results.Count; i++)
    {
    if (results[i].gameObject.name.Contains("Button_0"))
    {
    return 0;
    }
    else if (results[i].gameObject.name.Contains("Button_1"))
    {
    return 1;
    }
    else if (results[i].gameObject.name.Contains("Button_2"))
    {
    return 2;
    }
    }
    return -1;
    }

    private void OnDestroy()
    {
    DOTween.Kill(transform);
    }
    }