这篇文章给大家介绍怎么在Unity3D中利用Shader实现一个扫描显示效果,内容非常详细,感兴趣的小伙伴们可以参考借鉴,希望对大家能有所帮助。
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shader实现如下:
Shader "XM/ScanEffect2" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _Clip("Clip", float) = 0 [KeywordEnum(None, Left, Up, Forward)]_Mode("Mode", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float4 localPos; }; half _Glossiness; half _Metallic; fixed4 _Color; float _Clip; float _Mode; void vert(inout appdata_full i, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.localPos = i.vertex; } void surf (Input i, inout SurfaceOutputStandard o) { if(i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2|| i.localPos.z >= _Clip && _Mode == 3) { clip(-1); } // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, i.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
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