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| Shader "Unlit/DayNightButton" { Properties { [hideInInspector]_MainTex ("Texture", 2D) = "white" {} _UVScale ("UVScale", Float) = 2 _SunPos ("SunPos", Range(-1.6, 1.6)) = -1.6 _SunSize ("SunSize", Float) = 0.75 _SunBlur ("SunBlur", Float) = 0.05 _SunColor ("SunColor", Color) = (1, 0.7568627, 0.1058823, 1) // _MoonColor ("MoonColor", Color) = (0.76862745, 0.79215686, 0.8431373, 1) //
_SunShadowLightPos1 ("ShadowLightPos1", Vector) = (-0.03, 0.04, 0, 0) _SunShadowLightSize1 ("ShadowLightSize1", Float) = 0.78 _SunShadowLightPos2 ("ShadowLightPos2", Vector) = (-0.04, -0.05, 0, 0) _SunShadowLightSize2 ("ShadowLightSize2", Float) = 0.81 _HighLightColor ("HighLightColor", Color) = (0.945098, 0.8705882,0.2078431,1) // _HighLightNightColor ("HighLightNightColor", Color) = (0.945098, 0.8705882,0.2078431,1) // _ShadowColor ("ShadowColor", Color) = (0,1,1,1) // _HighLightBlur ("HighLightBlur", Float) = 0.14 _ShadowBlur ("ShadowBlur", Float) = 0.24
_Circle3Range ("Circle3Range", Vector) = (1.5, 2.4, 3.3, 0) _Circle1ColorDay ("Circle1ColorDay", Color) = (0.4941176, 0.6745098, 0.8470588, 1) _Circle2ColorDay ("Circle2ColorDay", Color) = (0.36862745, 0.58823529, 0.80392157, 1) _Circle3ColorDay ("Circle3ColorDay", Color) = (0.29019608, 0.5372549, 0.77647059, 1) _Circle4ColorDay ("Circle4ColorDay", Color) = (0.2627451, 0.51372549, 0.76862745, 1)
_Circle1ColorNight ("Circle1ColorNight", Color) = (0.4, 0.4196078, 0.4862745, 1) _Circle2ColorNight ("Circle2ColorNight", Color) = (0.2352941, 0.27058824, 0.3529412, 1) _Circle3ColorNight ("Circle3ColorNight", Color) = (0.1529412, 0.1882353, 0.2705882, 1) _Circle4ColorNight ("Circle4ColorNight", Color) = (0.1098039, 0.14509804, 0.2470588, 1)
_CloudPos ("CloudPos", Vector) = (0,0,0,0) _CloudSize ("CloudSize", Float) = 5
_HoleCenterX ("HoleCenterX", Vector) = (0.31, -0.11, -0.31, 0) _HoleCenterY ("HoleCenterY", Vector) = (0.06, -0.35, 0.24, 0) _HoleSize ("HoleSize", Vector) = (0.24, 0.16, 0.15, 0) _HoleShadowSize ("HoleShadowSize", Float) = 0.02 _HoleShadowBlur ("HoleShadowBlur", Float) = 0.1 _HoleShadowColor ("HoleShadowColor", Color) = (0.4 ,0.4, 0.4,1)
_StarColor ("StarColor", Color) = (1, 1, 1, 1) _StarsSize ("StarsSize_4", Vector) = (2.4, 2, 3.4, 1.5) _StarsBlink ("StarsBlink_4", Vector) = (1, 1, 1, 1) _StarsStrenth ("StasrStrenth_4", Vector) = (50, 50, 50, 160) _StarsPosX ("StarsPosX_4", Vector) = (-1.8, -1.6, -1.1, -1) _StarsPosY ("StarsPosY_4", Vector) = (0.3, -0.4, -1.1, -1) [hideInInspector] _StarsLen ("StarsLen_4", Vector) = (1, 1, 1, 1) [hideInInspector] _StarsRound ("StarsRound_8", Vector) = (0, 0, 0, 0) _StarsSizeG2 ("StarsSize_8", Vector) = (2.2, 1.6, 2.4, 3) _StarsBlinkG2 ("StarsBlink_8", Vector) = (1, 1, 1, 1) _StarsStrenthG2 ("StasrStrenth_8", Vector) = (100, 100, 80, 45) _StarsPosXG2 ("StarsPosX_8", Vector) = (-0.65, -0.1, 0.06, 0.4) _StarsPosYG2 ("StarsPosY_8", Vector) = (-0.09, -0.36, -0.48, 0.12) [hideInInspector] _StarsLenG2 ("StarsLen_8", Vector) = (1, 1, 1, 1) [hideInInspector] _StarsRoundG2 ("StarsRound_8", Vector) = (0, 0, 0, 0)
_ShadowSize ("ShadowSize", Vector) = (3.5, 1.4, 0.64, 0.9) _ShadowRadius ("ShadowRadius", Float) = 1.32 _ShadowPos ("ShadowPos", Vector) = (-0.62, 0.04, 0, 0) _ShadowColorOut ("ShadowColorOut", Color) = (0 , 0, 0, 1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha
Pass { CGPROGRAM
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _MainTex; float4 _MainTex_ST; float _UVScale; fixed _SunPos; fixed4 _BGColor; float _ScaleOffset; float _SunSize; float _SunBlur; fixed4 _SunColor; fixed4 _MoonColor;
float4 _SunShadowLightPos1; float4 _SunShadowLightPos2; float _SunShadowLightSize1; float _SunShadowLightSize2; float _HighLightBlur; float _ShadowBlur; fixed4 _HighLightColor; fixed4 _HighLightNightColor; fixed4 _ShadowColor;
fixed4 _Circle3Range; fixed4 _Circle1ColorDay; fixed4 _Circle2ColorDay; fixed4 _Circle3ColorDay; fixed4 _Circle4ColorDay; fixed4 _Circle1ColorNight; fixed4 _Circle2ColorNight; fixed4 _Circle3ColorNight; fixed4 _Circle4ColorNight;
fixed4 _CloudPos; fixed _CloudSize;
fixed4 _HoleCenterX; fixed4 _HoleCenterY; fixed4 _HoleSize; fixed _HoleShadowBlur; float _HoleShadowSize; fixed4 _HoleShadowColor;
fixed4 _StarColor; float4 _StarsSize; float4 _StarsBlink; float4 _StarsStrenth; fixed4 _StarsPosX; fixed4 _StarsPosY; fixed4 _StarsLen; fixed4 _StarsRound; float4 _StarsSizeG2; float4 _StarsBlinkG2; float4 _StarsStrenthG2; fixed4 _StarsPosXG2; fixed4 _StarsPosYG2; fixed4 _StarsLenG2; fixed4 _StarsRoundG2;
fixed4 _ShadowSize; fixed4 _ShadowPos; fixed _ShadowRadius; fixed4 _ShadowColorOut;
float Circle(fixed2 uv,fixed2 center,float size,float blur) { uv = uv - center; uv /= size; float len = length(uv); return smoothstep(1.,1.-blur,len); } float DrawCloud(fixed2 uv,fixed2 center,float size) { uv = uv - center; uv /= size; float col = Circle(uv,fixed2(-.04,0.02),0.18,0.05); col += Circle(uv,fixed2(-0.22,-0.05),0.2,0.05); // L1 col += Circle(uv,fixed2(-0.42,-0.07),0.18,0.05); // L2 col += Circle(uv,fixed2(0.12,0),0.18,0.05); // R1 col += Circle(uv,fixed2(0.27,0.1),0.16,0.05); // R2 col += Circle(uv,fixed2(0.37,0.23),0.16,0.05); // R3 return saturate(col); //col = col * smoothstep(-0.1,-0.1+0.01,uv.y); // cut off } float dot2(fixed2 v) { return dot(v.x, v.y); } float dot2Offset(fixed2 v, fixed2 offset) { return dot(v.x - offset.x, v.y - offset.y); } float sdRoundedCross(fixed2 p, fixed h, fixed2 center,float size) { p = p - center; p /= size; float k = 0.5 * (h + 1.0 / h); p = abs(p); return (p.x < 1.0 && p.y < p.x * (k - h) + h) ? k - sqrt(dot2(p - fixed2(1, k))) : 1; // sqrt(min(dot2(p - fixed2(0, h)), dot2(p - fixed2(1, 0)))) } float sdRoundBox(fixed2 p, fixed2 b, fixed4 r) { r.xy = (p.x > 0.0) ? r.xy : r.zw; r.x = (p.y > 0.0) ? r.x : r.y; fixed2 q = abs(p) - b + r.x; return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x; } float Remap(float value, fixed2 InMinMax, fixed2 OutMinMax) { return OutMinMax.x + (value - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } 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 = fixed4(1,1,1,1); fixed4 shape = tex2D(_MainTex, i.uv);
// UV [0, 1] -> [-1, 1] i.uv -= 0.5; i.uv *= _UVScale; // Apply Image(Rect) scale _ScaleOffset = 535.0 / 210.0; i.uv = float2(i.uv.x * _ScaleOffset, i.uv.y);
/// BackGround Obj // 3 Circle fixed2 sunpos = fixed2(_SunPos, 0); float dis = abs(distance(i.uv, sunpos));
if (dis < _Circle3Range.x) { _BGColor = lerp(_Circle1ColorDay, _Circle1ColorNight, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))); } else if (dis < _Circle3Range.y) { _BGColor = lerp(_Circle2ColorDay, _Circle2ColorNight, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))); } else if (dis < _Circle3Range.z) { _BGColor = lerp(_Circle3ColorDay, _Circle3ColorNight, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))); } else { _BGColor = lerp(_Circle4ColorDay, _Circle4ColorNight, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))); } // Clouds col = lerp(_BGColor, fixed4(0.635294,0.7568627,0.87843137,1), DrawCloud(i.uv, fixed2(_CloudPos.x - 0.04 , _CloudPos.y + 0.42 + Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, -2))), _CloudSize)); col = lerp(col, fixed4(1,1,1,1), DrawCloud(i.uv, fixed2(_CloudPos.x, _CloudPos.y + Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, -2))), _CloudSize)); // Stars float clampSunPos = clamp(_SunPos.x, -0.4, 1.6); // _SunPos.x对星星的显隐影响从这里开始生效,-0.4时全部星星未出现,作为初始状态 // 1-4 float star1 = sdRoundedCross(i.uv, _StarsLen.x, fixed2(_StarsPosX.x, _StarsPosY.x), _StarsSize.x) - _StarsRound.x; star1 = pow(star1, _StarsBlink.x * abs(sin(1.2 * clampSunPos))); //col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star1)) - (_StarsStrenth.x * sign(i.uv.x) * sign(i.uv.y) * dot2(i.uv)), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));//uv偏移前 col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star1)) - (_StarsStrenth.x * sign(i.uv.x - _StarsPosX.x) * sign(i.uv.y - _StarsPosY.x) * dot2Offset(i.uv, fixed2(_StarsPosX.x, _StarsPosY.x))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star2 = sdRoundedCross(i.uv, _StarsLen.y, fixed2(_StarsPosX.y, _StarsPosY.y), _StarsSize.y) - _StarsRound.y; star2 = pow(star2, _StarsBlink.y * abs(cos(clampSunPos + 140))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star2)) - (_StarsStrenth.y * sign(i.uv.x - _StarsPosX.y) * sign(i.uv.y - _StarsPosY.y) * dot2Offset(i.uv, fixed2(_StarsPosX.y, _StarsPosY.y))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star3 = sdRoundedCross(i.uv, _StarsLen.z, fixed2(_StarsPosX.z, _StarsPosY.z), _StarsSize.z) - _StarsRound.z; star3 = pow(star3, _StarsBlink.z * abs(sin(1.1 * clampSunPos+ 60))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star3)) - (_StarsStrenth.z * sign(i.uv.x - _StarsPosX.z) * sign(i.uv.y - _StarsPosY.z) * dot2Offset(i.uv, fixed2(_StarsPosX.z, _StarsPosY.z))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star4 = sdRoundedCross(i.uv, _StarsLen.w, fixed2(_StarsPosX.w, _StarsPosY.w), _StarsSize.w) - _StarsRound.w; star4 = pow(star4, _StarsBlink.w * abs(cos(clampSunPos + 140))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star4)) - (_StarsStrenth.w * sign(i.uv.x - _StarsPosX.w) * sign(i.uv.y - _StarsPosY.w) * dot2Offset(i.uv, fixed2(_StarsPosX.w, _StarsPosY.w))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1))); // 5-8 float star5 = sdRoundedCross(i.uv, _StarsLenG2.x, fixed2(_StarsPosXG2.x, _StarsPosYG2.x), _StarsSizeG2.x) - _StarsRoundG2.x; star5 = pow(star5, _StarsBlinkG2.x * abs(sin(clampSunPos + 60))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star5)) - (_StarsStrenthG2.x * sign(i.uv.x - _StarsPosXG2.x) * sign(i.uv.y - _StarsPosYG2.x) * dot2Offset(i.uv, fixed2(_StarsPosXG2.x, _StarsPosYG2.x))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star6 = sdRoundedCross(i.uv, _StarsLenG2.y, fixed2(_StarsPosXG2.y, _StarsPosYG2.y), _StarsSizeG2.y) - _StarsRoundG2.y; star6 = pow(star6, _StarsBlinkG2.y * abs(sin(clampSunPos + 13))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star6)) - (_StarsStrenthG2.y * sign(i.uv.x - _StarsPosXG2.y) * sign(i.uv.y - _StarsPosYG2.y) * dot2Offset(i.uv, fixed2(_StarsPosXG2.y, _StarsPosYG2.y))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star7 = sdRoundedCross(i.uv, _StarsLenG2.z, fixed2(_StarsPosXG2.z, _StarsPosYG2.z), _StarsSizeG2.z) - _StarsRoundG2.z; star7 = pow(star7, _StarsBlinkG2.z * abs(sin(1.2 * clampSunPos))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star7)) - (_StarsStrenthG2.z * sign(i.uv.x - _StarsPosXG2.z) * sign(i.uv.y - _StarsPosYG2.z) * dot2Offset(i.uv, fixed2(_StarsPosXG2.z, _StarsPosYG2.z))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
float star8 = sdRoundedCross(i.uv, _StarsLenG2.w, fixed2(_StarsPosXG2.w, _StarsPosYG2.w), _StarsSizeG2.w) - _StarsRoundG2.w; star8 = pow(star8, _StarsBlinkG2.w * abs(sin(clampSunPos + 110))); col = lerp(col, _StarColor, Remap(clamp(1.0 - smoothstep(0.0,0.1,abs(star8)) - (_StarsStrenthG2.w * sign(i.uv.x - _StarsPosXG2.w) * sign(i.uv.y - _StarsPosYG2.w) * dot2Offset(i.uv, fixed2(_StarsPosXG2.w, _StarsPosYG2.w))), 0.6, 1), fixed2(0.6, 1), fixed2(0, 1)));
/// Handle fixed sun = Circle(i.uv,sunpos,_SunSize,_SunBlur); col = lerp(col, lerp(_SunColor, _MoonColor, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))), sun); // 3 Hole in Handle fixed hole1 = Circle(i.uv,sunpos - fixed2(_HoleCenterX.x, _HoleCenterY.x),_HoleSize.x,0.05); fixed hole1S = Circle(i.uv,sunpos - fixed2(_HoleCenterX.x, _HoleCenterY.x),_HoleSize.x + _HoleShadowSize, _HoleShadowBlur); fixed hole2 = Circle(i.uv,sunpos - fixed2(_HoleCenterX.y, _HoleCenterY.y),_HoleSize.y,0.05); fixed hole2S = Circle(i.uv,sunpos - fixed2(_HoleCenterX.y, _HoleCenterY.y),_HoleSize.y + _HoleShadowSize, _HoleShadowBlur); fixed hole3 = Circle(i.uv,sunpos - fixed2(_HoleCenterX.z, _HoleCenterY.z),_HoleSize.z,0.05); fixed hole3S = Circle(i.uv,sunpos - fixed2(_HoleCenterX.z, _HoleCenterY.z),_HoleSize.z + _HoleShadowSize, _HoleShadowBlur); col = lerp(col, _HoleShadowColor, clamp(Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(-0.5, saturate(hole1S + hole2S + hole3S))), 0, 1)); // clamp与-0.5 为调整开始出现月球坑的时间 col = lerp(col, fixed4(0.5882353,0.6352941,0.7137255,1), clamp(Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(-0.5, saturate(hole1 + hole2 + hole3))), 0, 1));
// HighLight and Shadow fixed2 sunpos1 = fixed2(_SunPos + _SunShadowLightPos1.x, _SunShadowLightPos1.y); fixed2 sunpos2 = fixed2(_SunPos + _SunShadowLightPos2.x, _SunShadowLightPos2.y); fixed sunShadowLight1 = Circle(i.uv,sunpos1,_SunShadowLightSize1,_HighLightBlur); fixed sunShadowLight2 = Circle(i.uv,sunpos2,_SunShadowLightSize2,_ShadowBlur); col = lerp(col, lerp(_HighLightColor, _HighLightNightColor, Remap(_SunPos, fixed2(-1.6, 1.6), fixed2(0, 1))), saturate(sunShadowLight1 - sunShadowLight2)); col = lerp(col, _ShadowColor, saturate(-1 * (sunShadowLight1 - sunShadowLight2)));
/// Shadow float ra = min(_ShadowRadius,min(_ShadowSize.x,_ShadowSize.y)); float sdrb = sdRoundBox(i.uv + _ShadowPos.xy, _ShadowSize.xy, ra); col = lerp(col, _ShadowColorOut, 1.0 - smoothstep(0.0, _ShadowSize.z, abs(sdrb)));
// Shape col.a *= shape.a; return col; } ENDCG } } }
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