效果图片
靠近墙壁
远离墙壁
材质球的设置
两张图片
使用方式
把这个脚本放到墙上,将player赋值给"_player",然后运行,用户靠近就会根据距离显示光墙。
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
private Material _mat;
public GameObject _player;
private void Start()
{
_mat = gameObject.GetComponent<MeshRenderer>().materials[0];
Debug.Log(_player.transform.position);
}
private void Update()
{
_mat.SetVector("_PlayerPos", _player.transform.position);
}
}
shader代码
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MulTex ("MulTex",2D)="White" {}
_Color ("Color",Vector)=(1,1,1,0)
_PlayerPos("PlayerPos",Vector)=(1,1,1,0)
_EdgeRange("EdgeRange",Vector)=(2,6,0,0)
_uvSpeed("uvSpeed",vector)=(1,0,0,0)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2:TEXCOORD2;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2:TEXCOORD2;
float4 vertex : SV_POSITION;
float4 vertexWorldPos : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _MulTex;
float4 _MainTex_ST;
float4 _MulTex_ST;
float4 _PlayerPos;
float4 _EdgeRange;
float4 _uvSpeed;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv2, _MulTex);
o.uv2+=_Time.x*_uvSpeed;
o.vertexWorldPos= mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float dis=abs(distance(i.vertexWorldPos,_PlayerPos));
float4 tex=tex2D(_MainTex,i.uv);
float4 tex2=tex2D(_MulTex,i.uv2);
float4 color1=_Color;
tex.a*= 1 - smoothstep(_EdgeRange.x,_EdgeRange.y,dis);
fixed4 col = tex2D(_MainTex, i.uv);
return tex*color1*tex2;
}
ENDCG
}
}
}
教程URL