一、工程截图
二、生成涟漪效果的Shader
Shader "Custom/RiffleEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//涟漪环宽度
_Width ("Width", Range(0.01, 0.1)) = 0.04
//速度
_Speed("Speed", Range(0.1, 2)) = 0.8
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Width;
fixed _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//图像中心点uv
fixed2 center = fixed2(0.5, 0.5);
//离中心点距离
fixed dis = distance(i.uv, center);
//将坐标原点移到center位置
fixed2 cp = i.uv - center;
//frac(x)取x的小数部分
//f代表从中心向边缘的扩散距离
//控制涟漪环向外扩散
fixed f = frac(_Time.y * _Speed);
//当前uv离中心点的距离
//取值范围: [0, 0.5] * 2 -> [0, 1]
fixed dis2 = dis * 2;
//涟漪环宽度
fixed rw = _Width;
fixed dw = abs(dis2 - f);
//对落在涟漪环内的uv做偏移
if (dw < rw) {
//w=[0,rw]
fixed w = rw - dw;
//衰减
w *= (1 - f);
//s=[0, PI/2]
float s = w / rw * UNITY_HALF_PI;
//sin(s)=[0, 1]
cp *= abs(sin(s) * w + (1 - w));
}
//再将坐标原点移回图像左下角
fixed2 uv = center + cp;
fixed4 col= tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}
三、运行测试