Shader "Custom/DiagonalGlowEffect"
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{
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//直接应用于图片上的流光,且有流光遮罩效果,参考材质DiagonalGlowMaterial
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Properties
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{
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_GlowThickness ("流光粗细", Range(0.01, 0.5)) = 0.1
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_GlowSpacing ("流光间距", Range(0.1, 2)) = 0.5
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_GlowColor ("Glow Color", Color) = (1, 1, 1, 1)
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_GlowSpeed ("Glow Speed", Range(0, 5)) = 1
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_GlowWidth ("Glow Width", Range(0, 1)) = 0.2
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_GlowDirection ("Glow Direction", Vector) = (1,1,0,0)
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _GlowColor;
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float _GlowSpeed;
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float _GlowThickness;
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float _GlowSpacing;
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float _GlowWidth;
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float4 _GlowDirection;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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float2 dir = normalize(_GlowDirection.xy);
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float flow = dot(i.uv, dir);
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float glow = (sin(_Time.y * _GlowSpeed + flow * (10 / _GlowSpacing)) * 0.5 + 0.5) * _GlowThickness * 2;
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glow = smoothstep(1 - _GlowWidth, 1, glow);
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col.rgb += _GlowColor.rgb * glow * _GlowColor.a;
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return col;
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}
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ENDCG
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}
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}
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}
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