unity3d老电视花屏闪烁效果

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找到一般都是全屏的闪烁效果

于是就移植了一个shader可以用到模型上的

另外添加了一些控制参数

做了个小场景试试效果,如下图



Shader "Custom/Screen" {Properties{_MainTex("贴图", 2D) = "white" {}_TimeScale("花屏速度" , Range(0.0001, 2.0)) = 1.0}SubShader{Tags{ "RenderType" = "Opaque" }LOD 300pass {Cull BackCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"#define R frac(43.*sin(p.x*73.+p.y*8.))float _TimeScale;float sat(float t) {return clamp(t, 0.0, 1.0);}float2 sat(float2 t) {return clamp(t, 0.0, 1.0);}float remap(float t, float a, float b) {return sat((t - a) / (b - a));}float linterp(float t) {return sat(1.0 - abs(2.0*t - 1.0));}float3 spectrum_offset(float t) {float3 ret;float lo = step(t,0.5);float hi = 1.0 - lo;float w = linterp(remap(t, 1.0 / 6.0, 5.0 / 6.0));float neg_w = 1.0 - w;ret = float3(lo,1.0,hi) * float3(neg_w, w, neg_w);return pow(ret, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));}float rand(float2 n) {return (sin(dot(float2(n.x *_TimeScale, n.y *_TimeScale), float2(12.9898, 78.233))));}float srand(float2 n) {return rand(n) * 2.0 - 1.0;}float mytrunc(float x, float num_levels){return floor(x*num_levels) / num_levels;}float2 mytrunc(float2 x, float num_levels){return floor(x*num_levels) / num_levels;}sampler2D _MainTex;float4 _MainTex_ST;float uvOffset;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;float4 texcoord : TEXCOORD0;};struct v2f {float4 pos : POSITION;float2 uv : TEXCOORD0;float3 color : TEXCOORD1;};v2f vert(a2v v) {v2f o; o.pos = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);o.color = ShadeVertexLights(v.vertex, v.normal);return o;}float4 frag(v2f i) : COLOR{float4 c;float aspect = _ScreenParams.x / _ScreenParams.y;aspect = 1;float2 uv = _ScreenParams.xy / _ScreenParams.xy;uv = float2(1,1);float time = fmod(_Time.y, 32.0); float GLITCH = 10.1;float gnm = sat(GLITCH);float rnd0 = rand(mytrunc(float2(time, time), 6.0));float r0 = sat((1.0 - gnm)*0.7 + rnd0);float rnd1 = rand(float2(mytrunc(i.uv.x, 10.0*r0), time));float r1 = 0.5 - 0.5 * gnm + rnd1;r1 = 1.0 - max(0.0, ((r1<1.0) ? r1 : 0.9999999));float rnd2 = rand(float2(mytrunc(i.uv.y, 40.0*r1), time)); float r2 = sat(rnd2);float rnd3 = rand(float2(mytrunc(i.uv.y, 10.0*r0), time));float r3 = (1.0 - sat(rnd3 + 0.8)) - 0.1;float pxrnd = rand(i.uv + time);float ofs = 0.05 * r2 * GLITCH * (rnd0 > 0.5 ? 1.0 : -1.0);ofs += 0.5 * pxrnd * ofs;i.uv.y += 0.1 * r3 * GLITCH;const int NUM_SAMPLES = 10;const float RCP_NUM_SAMPLES_F = 1.0 / float(NUM_SAMPLES);float4 sum = float4(0.0, 0.0, 0.0, 0.0);float3 wsum = float3(0.0, 0.0, 0.0);for (int j = 0; j<NUM_SAMPLES; ++j){float t = float(j) * RCP_NUM_SAMPLES_F;i.uv.x = sat(i.uv.x + ofs * t);float4 samplecol = tex2D(_MainTex, i.uv); float3 s = spectrum_offset(t);samplecol.rgb = samplecol.rgb * s;sum += samplecol;wsum += s;}sum.rgb /= wsum;sum.a *= RCP_NUM_SAMPLES_F;c.a = sum.a;c.rgb = sum.rgb;c.rgb = c.rgb;return c;}ENDCG}}FallBack "Diffuse"}

包含更多参数和场景的版本可以(场景和截图一样)

这里下载(两个都一样,使用unity版本5.6)

http://download.csdn.net/download/shenmifangke/9938098

http://download.csdn.net/download/shenmifangke/9938045