Shader_ShaderForge_NGUI_序列帧/
序列帧
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Shader篇
Shader Forge序列帧算法!
附上Shader代码部分:
// Shader created with Shader Forge v1.26 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2639,x:33086,y:32702,varname:node_2639,prsc:2|custl-3205-RGB,alpha-3205-A;n:type:ShaderForge.SFN_Tex2d,id:3205,x:32770,y:32838,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_3205,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:18c6fa7ae2c58cb4bbfea44780c46b23,ntxv:0,isnm:False|UVIN-1068-UVOUT;n:type:ShaderForge.SFN_UVTile,id:1068,x:32549,y:32801,varname:node_1068,prsc:2|UVIN-772-UVOUT,WDT-971-OUT,HGT-9174-OUT,TILE-3717-OUT;n:type:ShaderForge.SFN_TexCoord,id:772,x:32322,y:32636,varname:node_772,prsc:2,uv:0;n:type:ShaderForge.SFN_ValueProperty,id:9174,x:32136,y:32993,ptovrint:False,ptlb:V,ptin:_V,varname:node_9174,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:5;n:type:ShaderForge.SFN_ValueProperty,id:971,x:32149,y:32804,ptovrint:False,ptlb:H,ptin:_H,varname:node_971,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:5;n:type:ShaderForge.SFN_ValueProperty,id:7120,x:31230,y:32665,ptovrint:False,ptlb:Index,ptin:_Index,varname:node_7120,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:15;n:type:ShaderForge.SFN_Fmod,id:5299,x:31778,y:33126,varname:node_5299,prsc:2|A-7838-OUT,B-8860-OUT;n:type:ShaderForge.SFN_Divide,id:5519,x:31434,y:33360,varname:node_5519,prsc:2|A-757-OUT,B-9769-OUT;n:type:ShaderForge.SFN_Floor,id:6464,x:31612,y:33360,varname:node_6464,prsc:2|IN-5519-OUT;n:type:ShaderForge.SFN_Subtract,id:5218,x:31522,y:33582,varname:node_5218,prsc:2|A-9536-OUT,B-8336-OUT;n:type:ShaderForge.SFN_Vector1,id:8336,x:31270,y:33654,varname:node_8336,prsc:2,v1:1;n:type:ShaderForge.SFN_Subtract,id:4840,x:31841,y:33340,varname:node_4840,prsc:2|A-5218-OUT,B-6464-OUT;n:type:ShaderForge.SFN_Set,id:1131,x:32149,y:32893,varname:HValue,prsc:2|IN-971-OUT;n:type:ShaderForge.SFN_Set,id:1440,x:32136,y:33071,varname:VValue,prsc:2|IN-9174-OUT;n:type:ShaderForge.SFN_Get,id:9769,x:31199,y:33428,varname:node_9769,prsc:2|IN-1131-OUT;n:type:ShaderForge.SFN_Get,id:8860,x:31568,y:33198,varname:node_8860,prsc:2|IN-1131-OUT;n:type:ShaderForge.SFN_Get,id:9536,x:31249,y:33582,varname:node_9536,prsc:2|IN-1440-OUT;n:type:ShaderForge.SFN_Add,id:3717,x:32252,y:33252,varname:node_3717,prsc:2|A-5840-OUT,B-2489-OUT;n:type:ShaderForge.SFN_Multiply,id:2489,x:32077,y:33350,varname:node_2489,prsc:2|A-4840-OUT,B-3624-OUT;n:type:ShaderForge.SFN_Get,id:3624,x:31891,y:33526,varname:node_3624,prsc:2|IN-1131-OUT;n:type:ShaderForge.SFN_Set,id:5485,x:31753,y:32715,varname:Index,prsc:2|IN-3812-OUT;n:type:ShaderForge.SFN_Get,id:7838,x:31568,y:33126,varname:node_7838,prsc:2|IN-5485-OUT;n:type:ShaderForge.SFN_Get,id:757,x:31199,y:33336,varname:node_757,prsc:2|IN-5485-OUT;n:type:ShaderForge.SFN_Fmod,id:3812,x:31545,y:32679,varname:node_3812,prsc:2|A-7120-OUT,B-5438-OUT;n:type:ShaderForge.SFN_Multiply,id:5438,x:31343,y:32747,varname:node_5438,prsc:2|A-3892-OUT,B-3297-OUT;n:type:ShaderForge.SFN_Get,id:3892,x:31119,y:32757,varname:node_3892,prsc:2|IN-1131-OUT;n:type:ShaderForge.SFN_Get,id:3297,x:31119,y:32803,varname:node_3297,prsc:2|IN-1440-OUT;n:type:ShaderForge.SFN_Floor,id:5840,x:31974,y:33136,varname:node_5840,prsc:2|IN-5299-OUT;proporder:3205-971-9174-7120;pass:END;sub:END;*/ Shader "Custom/FramesPicShaderV0" { Properties { _MainTex ("MainTex", 2D) = "white" {} _H ("H", Float ) = 5 _V ("V", Float ) = 5 _Index ("Index", Float ) = 15 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _V; uniform float _H; uniform float _Index; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float HValue = _H; float VValue = _V; float Index = fmod(_Index,(HValue*VValue)); float node_3717 = (floor(fmod(Index,HValue))+(((VValue-1.0)-floor((Index/HValue)))*HValue)); float2 node_1068_tc_rcp = float2(1.0,1.0)/float2( _H, _V ); float node_1068_ty = floor(node_3717 * node_1068_tc_rcp.x); float node_1068_tx = node_3717 - _H * node_1068_ty; float2 node_1068 = (i.uv0 + float2(node_1068_tx, node_1068_ty)) * node_1068_tc_rcp; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_1068, _MainTex)); float3 finalColor = _MainTex_var.rgb; fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }
总体思路:
ShaderForge提供了序列帧算法节点,但是其节点的运算方式采用的是笛卡尔坐标系,而大多数序列帧图使用的屏幕坐标系,2个坐标系的顺序如下图所示,开头考虑的是换UV,发现很麻烦,就写了个算法换Index下标,成功解决,但是NGUI对Shader很不友好,如果你想实时更新渲染,就需要每次都去Enable&Disable UITexture 导致运行的时候卡的不行,这个方法就被我Pass掉了,还是通过代码控制UITexture里面的UV 缩放位移吧!
- 代码版
下面附上代码控制NGui序列帧播放的方法!!
using UnityEngine; using System.Collections; public class WUvPlay : MonoBehaviour { //图片性质 x-countX 行 y-countY 列 z-最大位置 public Vector2 textureCount; // public GameObject thisObj; //偏移量 private Vector2 offset; //现在偏移位置 private int frame = -1; private float lastTime=0.0f; public float speed = 0.03f; public UITexture uitexture; private Rect v ; public bool isLoop = true; public bool isStop = false; public bool activeFlage = false; public bool pinpang = false; public int beginFrame = 0; public int endFrame = 0; protected int inc = 1; public int playCount = -1; public float dealyTime = 0; public int beginShowFrame = -1; private bool isLoop_begin ; private bool isStop_begin ; private bool activeFlage_begin ; private bool pinpang_begin ; private int beginFrame_begin; private int endFrame_begin ; private int playCount_begin ; private float dealyTime_begin ; private int beginShowFrame_begin ; private int nowFrame_set = -1; public bool isJiangePlay; public float randTimeMin; public float randTimeMax; private float nextPlayTime; public int randPlayerCountMin; public int randPlayerCountMax; void Awake() { isLoop_begin = isLoop; isStop_begin = isStop; activeFlage_begin = activeFlage; pinpang_begin = pinpang; beginFrame_begin = beginFrame; endFrame_begin = endFrame; playCount_begin = playCount; dealyTime_begin = dealyTime; beginShowFrame_begin = beginShowFrame; } void Start () { v.width = 1 / textureCount.x; v.height = 1 / textureCount.y; if(beginShowFrame <0) { v.x = 1; v.y = 1; } else { offset.x = (beginShowFrame % textureCount.x) / textureCount.x; offset.y = (textureCount.y - 1 - (beginShowFrame / Mathf.RoundToInt (textureCount.x))) / textureCount.y; v.x = offset.x; v.y = offset.y; } uitexture.uvRect = v; frame = beginFrame-1; lastTime = dealyTime + Time.time; } void Update () { if(isStop && isJiangePlay && nextPlayTime < Time.time) { nextPlayTime = Time.time + Random.Range(randTimeMin,randTimeMax); play(); playCount = Random.Range(randPlayerCountMin,randPlayerCountMax); } if(pinpang) { if (!isStop && Time.time > lastTime + speed) { lastTime = Time.time; frame = frame + inc; if (frame >= endFrame && inc >0) { frame = endFrame-1; inc = -inc; playCountIndex(); } else if(frame < beginFrame && inc <0) { frame = beginFrame; inc = -inc; playCountIndex(); } offset.x = (frame % textureCount.x) / textureCount.x; offset.y = (textureCount.y - 1 - (frame / Mathf.RoundToInt (textureCount.x))) / textureCount.y; v.x = offset.x; v.y = offset.y; uitexture.uvRect = v; if(nowFrame_set!=-1) { frame = beginFrame+nowFrame_set%(endFrame - beginFrame); nowFrame_set = -1; } } } else { if (!isStop && Time.time > lastTime + speed) { lastTime = Time.time; frame = frame + 1; if (frame >= endFrame) { if(!isLoop) { frame = (endFrame -1); // isStop = true; if(activeFlage) { uitexture.gameObject.SetActive(false); } playCountIndex(); } else { playCountIndex(); } } offset.x = (frame % textureCount.x) / textureCount.x; offset.y = (textureCount.y - 1 - (frame / Mathf.RoundToInt (textureCount.x))) / textureCount.y; v.x = offset.x; v.y = offset.y; uitexture.uvRect = v; if(nowFrame_set!=-1) { frame = beginFrame+nowFrame_set%(endFrame - beginFrame); nowFrame_set = -1; } } } } public void play() { frame = beginFrame-1; if(activeFlage) { uitexture.gameObject.SetActive(true); } isStop = false; } public void setNowFrame(int now) { nowFrame_set = now; } public void play(int b,int e) { beginFrame = b; endFrame = e; frame = beginFrame-1; if(activeFlage) { uitexture.gameObject.SetActive(true); } isStop = false; } public void playChangeLoop(bool isL) { frame = beginFrame-1; if(activeFlage) { uitexture.gameObject.SetActive(true); } isStop = false; isLoop = isL; } public void playChangeLoop(int b,int e,bool isL) { beginFrame = b; endFrame = e; frame = beginFrame-1; if(activeFlage) { uitexture.gameObject.SetActive(true); } isStop = false; isLoop = isL; } public void setFrame(int i) { frame = i; offset.x = (frame % textureCount.x) / textureCount.x; offset.y = (textureCount.y - 1 - (Mathf.RoundToInt (frame) / Mathf.RoundToInt (textureCount.x))) / textureCount.y; v.x = offset.x; v.y = offset.y; uitexture.uvRect = v; } public void playerResetBegin() { isLoop = isLoop_begin; isStop = isStop_begin; activeFlage = activeFlage_begin; pinpang =pinpang_begin ; beginFrame = beginFrame_begin; endFrame = endFrame_begin; playCount = playCount_begin; dealyTime = dealyTime_begin; beginShowFrame = beginShowFrame_begin; v.width = 1 / textureCount.x; v.height = 1 / textureCount.y; if(beginShowFrame <0) { v.x = 1; v.y = 1; } else { offset.x = (beginShowFrame % textureCount.x) / textureCount.x; offset.y = (textureCount.y - 1 - (beginShowFrame / Mathf.RoundToInt (textureCount.x))) / textureCount.y; v.x = offset.x; v.y = offset.y; } uitexture.uvRect = v; frame = beginFrame-1; lastTime = dealyTime + Time.time; } protected void playCountIndex() { if ( playCount > 0 ) { playCount--; if ( playCount == 0 ) { isStop = true; Debug.Log("序列帧运行结束!!"); if ( activeFlage ) { uitexture.gameObject.SetActive (false); } } else { frame = beginFrame; } } else if ( playCount == 0 ) { isStop = true; } else { frame = beginFrame; } } }
代码我就懒得读了~会用就好~,代码第303行可添加委托(观察者模式)将事件传出来!!