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            l

            成都手游碼農一枚
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            數據加載中……

            [Unity3D] 戰場電視屏幕抖動扭曲Shader

            由于項目需要,弄了一個屏幕抖動Shader,直接看效果吧,UGUI Shader。
            注意:使用的時候需要兩張噪音貼圖
            Shader "Effect/SimpleHeadEffect"
            {
                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
                    _NoiseTex (
            "Alpha Texture", 2D) = "white" {}
                    _NoiseTex2 (
            "Alpha Texture", 2D) = "white" {}

                    _DistortionFreq (
            "distortionFreq", Float) = 5
                    _BKColor (
            "BKColor", Color) = (0.5,0.5,0.5,1)

                    _Scale (
            "Scale", Float) = 256
                }


                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
                    
            {
                    CGPROGRAM
                        #pragma vertex vert
                        #pragma fragment frag
                        #include 
            "UnityCG.cginc"

                        
            struct appdata_t
                        
            {
                            float4 vertex   : POSITION;
                            float4 color    : COLOR;
                            float2 texcoord : TEXCOORD0;
                        }
            ;

                        
            struct v2f
                        
            {
                            float4 vertex   : SV_POSITION;
                            fixed4 color    : COLOR;
                            half2 texcoord0  : TEXCOORD0;
                            half2 texcoord1  : TEXCOORD1;
                        }
            ;
                        
                        fixed4 _Color;

                        v2f vert(appdata_t IN)
                        
            {
                            v2f OUT;
                            OUT.vertex 
            = mul(UNITY_MATRIX_MVP, IN.vertex);
                            OUT.texcoord0 
            = IN.texcoord;
                            OUT.texcoord1 
            = half2(IN.texcoord.x + _CosTime.y * 0.25, IN.texcoord.y + frac(_Time.y));
            #ifdef UNITY_HALF_TEXEL_OFFSET
                            OUT.vertex.xy 
            += (_ScreenParams.zw-1.0)*float2(-1,1);
            #endif
                            OUT.color 
            = IN.color * _Color;
                            
            return OUT;
                        }


                        sampler2D _MainTex;
                        sampler2D _NoiseTex;
                        sampler2D _NoiseTex2;
                        
            float _DistortionFreq;
                        
            float _DistortionRoll;
                        half4 _BKColor;

                        fixed4 frag(v2f IN) : SV_Target
                        
            {
                            half2 tex0 
            = IN.texcoord0;
                            half2 tex1 
            = IN.texcoord1;

                            half dis 
            = frac(tex0.y * _DistortionFreq + 0.5 * _Time.y);
                            dis 
            *= (1 - dis);
                            dis 
            /= 1 + _CosTime.y * 200 * abs(tex0.y);
                            tex0.x 
            += dis * (tex2D(_NoiseTex2, tex1).r - 0.5);

                            half4 color 
            = tex2D(_MainTex, tex0);
                            
            float noise = tex2D(_NoiseTex, tex1 * 4).r - 0.2;

                            color.rgb 
            = lerp(color.rgb, _BKColor, 1 - color.a) * noise * 3;
                            color.a 
            = 1;

                            
            return color;
                            
                        }

                    ENDCG
                    }

                }

            }








            posted on 2015-12-09 17:37 l1989 閱讀(2205) 評論(0)  編輯 收藏 引用

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