Shader
//呼吸灯效果
Shader "Custom/BreathLight"
{
Properties
{
//主纹理
_MainTex ("Texture", 2D) = "white" {}
//漫反射颜色
_Albedo ("Albedo", Color) = (1,1,1,1)
//呼吸灯颜色
_LightColor ("Light Color", Color) = (1,1,1,1)
//呼吸速度
_Speed ("Speed", Float) = 3
//呼吸灯开关
[Toggle(ENABLED)]
_Enabled ("Enabled", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//生成多版本shader
#pragma multi_compile __ ENABLED
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Albedo;
fixed4 _LightColor;
half _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Albedo;
#ifdef ENABLED
fixed t = sin(_Time.y * _Speed);
//映射到区间[0,1]
t = (t + 1) / 2;
col = lerp(col, _LightColor, t);
#endif
return col;
}
ENDCG
}
}
}
运行效果