UI动效 02

  1. 1. 图片UI动效——紫外光效果/手电筒效果/图片替换效果

图片UI动效——紫外光效果/手电筒效果/图片替换效果


  • 效果图:



  • 源码:
  • Shader:
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    Shader "Unlit/TwoImageShader"
    {
    Properties
    {
    _MainTex ("Texture", 2D) = "white" {}
    _TwoTex ("TwoTexture", 2D) = "white" {}
    [HDR]_Color ("Color", Color) = (1,1,1,1)
    [hideinInspector] _MousePos ("MousePos", Vector) = (0,0,0,0)
    _Redius ("Redius", float) = 40
    _Offset ("Offset", Range(0, 1)) = 0
    _Pow ("Pow", Range(0, 2)) = 1
    _ColorAmount ("ColorAmount", Range(0.5, 1)) = 0.5
    }
    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 _Redius;
    float _Offset;

    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);
    col.a = saturate(col.a - smoothstep(_Redius, 0, dis) + _Offset * sign(col.a-0.1));
    return col;
    }
    ENDCG
    }
    // Image_2
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    #include "UnityCG.cginc"

    struct appdata
    {
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
    };

    struct v2f
    {
    float4 vertex : SV_POSITION;
    float2 uv : TEXCOORD0;
    };

    fixed4 _MousePos;
    float _Redius;
    float _Offset;
    float _Pow;
    float _ColorAmount;

    sampler2D _TwoTex;
    float4 _TwoTex_ST;

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

    fixed4 frag (v2f i) : SV_Target
    {
    fixed4 col = tex2D(_TwoTex, i.uv);
    float dis = distance(_MousePos.xy, i.vertex.xy);
    col.a = saturate(smoothstep(_Redius, 0, dis) - _Offset) * _ColorAmount;
    col.a = col.a * _Pow;
    return col;
    }
    ENDCG
    }
    // Color
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    #include "UnityCG.cginc"

    struct appdata
    {
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
    };

    struct v2f
    {
    float4 vertex : SV_POSITION;
    float2 uv : TEXCOORD0;
    };

    fixed4 _MousePos;
    float _Redius;
    float _Offset;
    float4 _Color;
    float _Pow;
    sampler2D _TwoTex;
    float4 _TwoTex_ST;
    float _ColorAmount;

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

    fixed4 frag (v2f i) : SV_Target
    {
    fixed4 col = _Color;
    float dis = distance(_MousePos.xy, i.vertex.xy);
    col.a = saturate(smoothstep(_Redius, 0, dis) - _Offset) * _ColorAmount;
    return col;
    }
    ENDCG
    }
    }
    }

  • C#
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    using UnityEngine;

    public class GetMousePosition : MonoBehaviour
    {
    [SerializeField] private Material material;
    private void Update()
    {
    material.SetVector("_MousePos", Input.mousePosition);
    }
    }