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[Unity3D] 战场电视屏幕抖动扭曲Shader

由于项目需要,弄了一个屏幕抖动Shader,直接看效果吧,UGUI Shader。
注意:使用的时候需要两张噪音贴图
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 阅读(2131) 评论(0)  编辑 收藏 引用


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