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Unity shader實現百葉窗特效

2020-01-23 20:45:56
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本文實例為大家分享了Unity shader百葉窗展示的具體代碼,供大家參考,具體內容如下

1.將圖片劃分為水平N欄,代碼如下:

Shader "Unlit/BYCShader"{ Properties {  [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}  _Color ("Tint", Color) = (1,1,1,1)   _StencilComp ("Stencil Comparison", Float) = 8  _Stencil ("Stencil ID", Float) = 0  _StencilOp ("Stencil Operation", Float) = 0  _StencilWriteMask ("Stencil Write Mask", Float) = 255  _StencilReadMask ("Stencil Read Mask", Float) = 255   _ColorMask ("Color Mask", Float) = 15   _Lan("Lan",Float) = 10    [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 }  SubShader {  Tags  {   "Queue"="Transparent"   "IgnoreProjector"="True"   "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  {   Name "Default"  CGPROGRAM   #pragma vertex vert   #pragma fragment frag   #pragma target 2.0    #include "UnityCG.cginc"   #include "UnityUI.cginc"    #pragma multi_compile __ UNITY_UI_CLIP_RECT   #pragma multi_compile __ UNITY_UI_ALPHACLIP    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 texcoord : TEXCOORD0;    float4 worldPosition : TEXCOORD1;    UNITY_VERTEX_OUTPUT_STEREO   };    v2f vert(appdata_t v)   {    v2f OUT;    UNITY_SETUP_INSTANCE_ID(v);    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);    OUT.worldPosition = v.vertex;    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);     OUT.texcoord = v.texcoord;     OUT.color = v.color;    return OUT;   }    sampler2D _MainTex;    float _Lan;    float4 frag(v2f IN) : SV_Target   {    //

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