使用编辑工具Unity2021
直接上代码
Shader "CLF/SetFlowingLight" { Properties { _MainTex("Texture", 2D) = "white" {} //流动控制 _Progress("Progress",Range(0, 1)) = 0.2 //光色 _ScanColor("Scan Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float3 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //获取除了流光方向的UV坐标 o.uv.xz = TRANSFORM_TEX(v.uv, _MainTex); //设置流光方向 o.uv.y = v.vertex.y; UNITY_TRANSFER_FOG(o,o.vertex); return o; } float _Progress; float4 _ScanColor; fixed4 frag(v2f i) : SV_Target { //流光速度 float halfWidth = 0.25; fixed4 col = tex2D(_MainTex, i.uv); //判断流光是否在物体范围内 if (i.uv.z > _Progress - halfWidth && i.uv.z < _Progress + halfWidth) { //流光范围和控制 float dis = (halfWidth - abs(i.uv.z - _Progress)) / halfWidth; //上色 col.rgb = col.rgb + _ScanColor * dis; } UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }