效果图
参考代码
Shader"Custom/HexFlowImage"
{
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
/*六边形参数*/
_HexLineSize("HexLineSize",Range(0.02,0.2)) = 0.05 //线条粗细
_HexZoom("HexZoom",Range(5,50)) = 10 //六边形缩放
/*流光参数*/
_Angle("Angle",Range(0,3.1415926))=0 //坐标系旋转角度
_LineStrength("LineStrength",Range(0.01,0.99))=0.1 //流光线条粗细
_LineEdge("LineEdge",Range(0,0.1))=0.01 //流光边界过度粗细
_LineOffset("LineOffset",Range(0,1))=0.5 //流光坐标偏移
_LineSpeed("MoveSpeed",float) =1 //流光移动速度
_LineColor("Color",Color)=(1,1,1,1) //流光颜色
[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 One
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_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define aspec _ScreenParams.x/_ScreenParams.y /*屏幕长款比例*/
#define rot float2x2(cos(_Angle),sin(_Angle),-sin(_Angle),cos(_Angle)) /*旋转矩阵*/
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;
float4 mask : TEXCOORD2;
float2 viewTexcoord : TEXTCOORD3; //屏幕坐标
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
float _HexLineSize;
float _HexZoom;
float _Angle;
float _LineStrength;
float _LineEdge;
float _LineOffset;
float _LineSpeed;
fixed4 _LineColor;
float HexDist(fixed2 p)
{
p = abs(p);
float c = dot(p, normalize(fixed2(1, 1.73)));
c = max(c, p.x);
return c;
}
fixed4 HexCoords(fixed2 uv)
{
const fixed2 r = fixed2(1, 1.73);
const fixed2 h = r * .5;
fixed2 a = fmod(uv, r) - h;
fixed2 b = fmod(uv - h, r) - h;
fixed2 gv = dot(a, a) < dot(b, b) ? a : b;
float x = atan2(gv.x, gv.y);
float y = .5 - HexDist(gv);
fixed2 id = uv - gv;
return fixed4(x, y, id.x, id.y);
}
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2) UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color;
//计算屏幕坐标
fixed4 vpos = ComputeScreenPos(OUT.vertex);
OUT.viewTexcoord = vpos.xy / vpos.w;
OUT.viewTexcoord.x *= aspec;
OUT.viewTexcoord += 0.5;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
//获取屏幕坐标 计算六边形像素
float2 uv1 = IN.viewTexcoord + float2(0, sin(IN.viewTexcoord.x * 5. + _Time.y) * 0.01);
half4 hex = smoothstep(_HexLineSize, .0, HexCoords(uv1 * _HexZoom).y) * IN.color.a;
//旋转屏幕坐标计算流光像素
float2 uv2 = mul(rot,IN.viewTexcoord.xy);
uv2.x += _Time.y * _LineSpeed;
uv2.x = frac(uv2.x);
float d = smoothstep(_LineOffset,_LineOffset + _LineEdge,uv2.x) * smoothstep(_LineOffset + _LineStrength,_LineOffset + _LineStrength - _LineEdge,uv2.x);
//通过lerp函数进行差值融合 再与原始图像进行叠加
half4 color = lerp( IN.color * hex , hex * _LineColor,d)+ tex2D(_MainTex, IN.texcoord);
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
}