Shader各种效果

1.Shader1.0的Alpha测试

Shader "Hidden/AlphaTestShader1.0"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_AlphaTest("Alpha值",float) = 0
	}
	SubShader
	{
		AlphaTest Greater [_AlphaTest]
		Pass
		{
			SetTexture[_MainTex]
			{
				combine texture
			}
		}
	}
}

2.Shader2.0

2.1 轮廓自发光

        两个Pass,一个渲染原本的贴图,一个渲染颜色,将顶点的xy方向扩大。

Shader "Custom/OutLine2.0"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_TestColor("轮廓自发光颜色",Color)=(1,1,1,1)
		_Width("轮廓宽度",Float)=1.1
	}
	SubShader
	{
		// No culling or depth
		//Cull Off ZWrite Off ZTest Always//后期屏蔽的

		Pass
		{

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

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			float _Width;/*****************************/
			v2f vert (appdata v)
			{
				v2f o;
				
				v.vertex.xy *= _Width;/*********************/
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;

			Vector _TestColor;/************************/
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				// just invert the colors
				//col.rgb = 1 - col.rgb;
				return fixed4(_TestColor);/*********************/
				//return col;
			}
			ENDCG
		}

			Pass
			{
				ZTest Always
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "UnityCG.cginc"

				struct appdata
				{
					float4 vertex : POSITION;
					float2 uv : TEXCOORD0;
				};

				struct v2f
				{
					float2 uv : TEXCOORD0;
					float4 vertex : SV_POSITION;
				};

				v2f vert(appdata v)
				{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.uv = v.uv;
					return o;
				}

				sampler2D _MainTex;

				fixed4 frag(v2f i) : SV_Target
				{
					fixed4 col = tex2D(_MainTex, i.uv);
				// just invert the colors
				//col.rgb = 1 - col.rgb;//后期屏蔽的
				
				return col;
				}
				ENDCG
			}
	}
}

2.2 Alpha测试

Shader "Hidden/AlphaTestShader2.0"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_AlphaValue("Alpha值",float)=0
	}
	SubShader
	{
		// No culling or depth
		//Cull Off ZWrite Off ZTest Always
			Blend SrcAlpha OneMinusSrcAlpha//打开Alpha通道
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;

			float _AlphaValue;
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);

			if (col.a < _AlphaValue)
			{
				return fixed4(0, 0, 0, 0);
			}
			else
			{
				return col;
			}
			}
			ENDCG
		}
	}
}

3.Shader2.0 的UV动画

3.1 UV滚动(流动)

Shader "Custom/River"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_SpeedY("Y向流动速度",Range(0,10))=1.0
		_SpeedX("X向流动速度",Range(0,20)) = 0
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;


			float _SpeedY;/*增***********************/
			float _SpeedX;/*增***********************/
			fixed4 frag (v2f i) : SV_Target
			{
				float2 tempUV = i.uv;/*增***********************/
				tempUV.x += _Time.x*_SpeedX;/*增***********************/
				tempUV.y += _Time.y*_SpeedY;/*增***********************/

				fixed4 col = tex2D(_MainTex, tempUV);/*改***********************/
				
				return col;
			}
			ENDCG
		}
	}
}

3.2 UV波动(wave)

Shader "Custom/Wave"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Arange("波动幅度",float) = 1
		_Frenquncy("波动频率",float)=0.5
		_Speed("波动速度", float) = 0.5
	}
	SubShader
	{
		

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment fr
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