调整
This commit is contained in:
@@ -141,15 +141,6 @@ ShaderVariantCollection:
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passType: 13
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- keywords: _USEREDASALPHA_ON
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passType: 13
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second:
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- keywords:
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passType: 13
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- keywords: _DISSOLVE_TEX
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passType: 13
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- keywords: _SOFT_PARTICAL
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passType: 13
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second:
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variants:
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712
Assets/Shaders/NewShaderVariants.shadervariants
Normal file
712
Assets/Shaders/NewShaderVariants.shadervariants
Normal file
@@ -0,0 +1,712 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!200 &20000000
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ShaderVariantCollection:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: NewShaderVariants
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m_Shaders:
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second:
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variants:
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- keywords:
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passType: 8
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- first: {fileID: 0}
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second:
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variants:
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- keywords:
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- first: {fileID: 0}
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- keywords:
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- keywords:
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- keywords:
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- keywords:
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- first: {fileID: 0}
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second:
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variants:
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- keywords:
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passType: 8
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- first: {fileID: 0}
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second:
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variants:
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- keywords:
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- first: {fileID: 0}
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- keywords:
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passType: 8
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- first: {fileID: 0}
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second:
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- keywords: BACKFACE_NORMAL_MODE_FLIP _WINDQUALITY_NONE
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passType: 8
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- first: {fileID: 0}
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second:
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variants:
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- keywords:
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- keywords:
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- keywords:
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- first: {fileID: 0}
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- keywords:
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- first: {fileID: 0}
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- keywords:
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second:
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variants:
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- keywords:
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- keywords: _OUTPUT_DEPTH
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second:
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variants:
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_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
[Toggle(UNITY_UI_CLIP_RECT)] _UseClipRect ("Use Clip Rect", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// ... (Stencil, Cull, Blend等设置保持不变, 这里省略) ...
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
float _TilingX;
|
||||
float _TilingY;
|
||||
float _Speed;
|
||||
float _MinAlpha;
|
||||
float _MaxAlpha;
|
||||
float _RandomScale; // 新增
|
||||
|
||||
float4 _ClipRect;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.worldPosition = v.vertex;
|
||||
o.vertex = UnityObjectToClipPos(o.worldPosition);
|
||||
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.color = v.color;
|
||||
return o;
|
||||
}
|
||||
|
||||
// 简单的伪随机哈希函数
|
||||
// 输入一个2D ID, 输出一个 0 到 1 之间的伪随机值
|
||||
float randomHash(float2 uv)
|
||||
{
|
||||
// 一个常用且简单的哈希函数
|
||||
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float2 tiledUV = i.uv * float2(_TilingX, _TilingY);
|
||||
float2 tileID = floor(tiledUV);
|
||||
float2 localUV = frac(tiledUV);
|
||||
|
||||
fixed4 col = tex2D(_MainTex, localUV);
|
||||
|
||||
// --- 这是修改的核心 ---
|
||||
// 1. 使用 tileID 生成一个 0-1 之间的随机哈希值
|
||||
float randomValue = randomHash(tileID);
|
||||
|
||||
// 2. 将随机值乘以 _RandomScale 作为相位偏移
|
||||
// 这样每个块的起始时间点就是离散且随机的
|
||||
float phaseOffset = randomValue * _RandomScale;
|
||||
|
||||
// -----------------------
|
||||
|
||||
float sineWave = sin(_Time.y * _Speed + phaseOffset);
|
||||
float normalizedAlpha = (sineWave * 0.5) + 0.5;
|
||||
float targetAlpha = lerp(_MinAlpha, _MaxAlpha, normalizedAlpha);
|
||||
|
||||
col.a *= targetAlpha * i.color.a;
|
||||
col.rgb *= i.color.rgb;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/UI/UI_TiledTriangleWave.shader.meta
Normal file
9
Assets/Shaders/UI/UI_TiledTriangleWave.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37d1af30f71fd2d45a414f50b28412a3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user