[Shader]一个箭头动画

<1>效果图

      

<2>源码:      

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Tang/UIUpDown"
{
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

//my member
_AddTime("_AddTime",Range(0,3.14)) = 1


[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_ALPHACLIP
#define PI 3.1415926

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
};

fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _AddTime;

v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

OUT.texcoord = IN.texcoord;

OUT.color = IN.color * _Color;
return OUT;
}

sampler2D _MainTex;

fixed4 frag(v2f IN) : SV_Target
{
float2 uv = IN.texcoord;
fixed4 col = IN.color;
uv -= float2(0.5, 0.5);
float val = sin((_Time.y+ _AddTime) % PI);//0-1-0
val -= 0.5;//-0.5 -0.5 -0.5
uv.y += val/6;
uv += float2(0.5, 0.5);

col.a += val-0.3;

half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * col;

color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif

return color;
}
ENDCG
}
}
}

原文地址:https://www.cnblogs.com/cocotang/p/7383012.html