ShaderForge - 纹理逐步消失

博客主要提及了Shaderforge图和Shaderforge代码相关内容,聚焦于信息技术领域中图形渲染方面的Shaderforge工具。

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shaderforge图:在这里插入图片描述

shaderforge 代码:

// Shader created with Shader Forge v1.38 
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps: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,atcv:False,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:32746,y:32683,varname:node_9361,prsc:2|custl-2311-RGB,alpha-1477-OUT;n:type:ShaderForge.SFN_Tex2d,id:2311,x:32459,y:32665,ptovrint:False,ptlb:node_2311,ptin:_node_2311,varname:node_2311,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:91685b0b7a26bfc43a79e9a75177155b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:2104,x:31167,y:32870,ptovrint:False,ptlb:offset,ptin:_offset,varname:node_2104,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.6666672,max:1;n:type:ShaderForge.SFN_TexCoord,id:2992,x:31593,y:32800,varname:node_2992,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_If,id:2721,x:32215,y:32915,varname:node_2721,prsc:2|A-2717-OUT,B-9980-OUT,GT-2684-OUT,EQ-2684-OUT,LT-897-OUT;n:type:ShaderForge.SFN_Vector1,id:897,x:31932,y:32995,varname:node_897,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:2684,x:31930,y:32951,varname:node_2684,prsc:2,v1:1;n:type:ShaderForge.SFN_Rotator,id:784,x:31819,y:32809,varname:node_784,prsc:2|UVIN-2992-UVOUT,ANG-8954-OUT;n:type:ShaderForge.SFN_ComponentMask,id:2717,x:32018,y:32809,varname:node_2717,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-784-UVOUT;n:type:ShaderForge.SFN_Pi,id:1757,x:31278,y:33149,varname:node_1757,prsc:2;n:type:ShaderForge.SFN_Multiply,id:8954,x:31411,y:32986,varname:node_8954,prsc:2|A-8589-OUT,B-1757-OUT;n:type:ShaderForge.SFN_Slider,id:7503,x:30736,y:32980,ptovrint:False,ptlb:angle,ptin:_angle,varname:_node_2104_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:166.0222,max:360;n:type:ShaderForge.SFN_RemapRange,id:8589,x:31158,y:33002,varname:node_8589,prsc:2,frmn:0,frmx:360,tomn:0,tomx:2|IN-7503-OUT;n:type:ShaderForge.SFN_Vector1,id:364,x:31513,y:33124,varname:node_364,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Subtract,id:73,x:31664,y:32980,varname:node_73,prsc:2|A-2104-OUT,B-364-OUT;n:type:ShaderForge.SFN_Multiply,id:6520,x:31844,y:33054,varname:node_6520,prsc:2|A-73-OUT,B-5693-OUT;n:type:ShaderForge.SFN_Add,id:9980,x:32052,y:33067,varname:node_9980,prsc:2|A-6520-OUT,B-364-OUT;n:type:ShaderForge.SFN_Code,id:8056,x:30131,y:32747,varname:node_8056,prsc:2,code:ZgBsAG8AYQB0ACAAcwBpAGcAbgA9ADEAOwAKAGYAbABvAGEAdAAgAHQAZQBtAHAAPQBhAG4AZwBsAGUAOwAKAHcAaABpAGwAZQAoAHQAZQBtAHAALQA0ADUAPgAwACkACgB7AAoAIAAgACAAIABzAGkAZwBuACoAPQAtADEAOwAKACAAIAAgACAAYQBuAGcAbABlAC0APQA0ADUAOwAKACAAIAAgACAAdABlAG0AcAA9AGEAbgBnAGwAZQA7AAoAfQAKAGkAZgAoAHMAaQBnAG4ALQA9ADEAKQAKAHsACgAgACAAIAAgAGEAbgBnAGwAZQA9ADQANQAtAGEAbgBnAGwAZQA7AAoAfQAKAHIAZQB0AHUAcgBuACAAYQBuAGcAbABlADsA,output:0,fname:Function_node_8056,width:501,height:431,input:0,input_1_label:angle|A-7503-OUT;n:type:ShaderForge.SFN_Sqrt,id:2991,x:31497,y:33448,varname:node_2991,prsc:2|IN-1332-OUT;n:type:ShaderForge.SFN_Vector1,id:1332,x:31323,y:33448,varname:node_1332,prsc:2,v1:2;n:type:ShaderForge.SFN_Cos,id:9216,x:31381,y:33290,varname:node_9216,prsc:2|IN-9483-OUT;n:type:ShaderForge.SFN_RemapRange,id:1617,x:30943,y:33207,varname:node_1617,prsc:2,frmn:0,frmx:360,tomn:0,tomx:2|IN-4487-OUT;n:type:ShaderForge.SFN_Pi,id:6816,x:30976,y:33423,varname:node_6816,prsc:2;n:type:ShaderForge.SFN_Multiply,id:9483,x:31115,y:33271,varname:node_9483,prsc:2|A-1617-OUT,B-6816-OUT;n:type:ShaderForge.SFN_Vector1,id:2949,x:30566,y:33270,varname:node_2949,prsc:2,v1:45;n:type:ShaderForge.SFN_Subtract,id:4487,x:30773,y:33154,varname:node_4487,prsc:2|A-2949-OUT,B-8056-OUT;n:type:ShaderForge.SFN_Multiply,id:5693,x:31666,y:33268,varname:node_5693,prsc:2|A-9216-OUT,B-2991-OUT;n:type:ShaderForge.SFN_Slider,id:3960,x:30769,y:33309,ptovrint:False,ptlb:rotaeangle_copy,ptin:_rotaeangle_copy,varname:_rotaeangle_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:4,max:45;n:type:ShaderForge.SFN_RemapRange,id:7271,x:31251,y:33673,varname:node_7271,prsc:2,frmn:0,frmx:360,tomn:0,tomx:2|IN-3960-OUT;n:type:ShaderForge.SFN_Pi,id:7703,x:31267,y:33846,varname:node_7703,prsc:2;n:type:ShaderForge.SFN_Multiply,id:6934,x:31425,y:33751,varname:node_6934,prsc:2|A-7271-OUT,B-7703-OUT;n:type:ShaderForge.SFN_Multiply,id:1477,x:32391,y:32819,varname:node_1477,prsc:2|A-2311-A,B-2721-OUT;proporder:2311-2104-7503;pass:END;sub:END;*/

Shader "SF/TurnPai" {
    Properties {
        _node_2311 ("node_2311", 2D) = "white" {}
        _offset ("offset", Range(0, 1)) = 0.6666672
        _angle ("angle", Range(0, 360)) = 166.0222
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        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 only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _node_2311; uniform float4 _node_2311_ST;
            uniform float _offset;
            uniform float _angle;
            float Function_node_8056( float angle ){
            float sign=1;
            float temp=angle;
            while(temp-45>0)
            {
                sign*=-1;
                angle-=45;
                temp=angle;
            }
            if(sign-=1)
            {
                angle=45-angle;
            }
            return angle;
            }
            
            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 = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
////// Lighting:
                float4 _node_2311_var = tex2D(_node_2311,TRANSFORM_TEX(i.uv0, _node_2311));
                float3 finalColor = _node_2311_var.rgb;
                float node_784_ang = ((_angle*0.005555556+0.0)*3.141592654);
                float node_784_spd = 1.0;
                float node_784_cos = cos(node_784_spd*node_784_ang);
                float node_784_sin = sin(node_784_spd*node_784_ang);
                float2 node_784_piv = float2(0.5,0.5);
                float2 node_784 = (mul(i.uv0-node_784_piv,float2x2( node_784_cos, -node_784_sin, node_784_sin, node_784_cos))+node_784_piv);
                float node_364 = 0.5;
                float node_2721_if_leA = step(node_784.r,(((_offset-node_364)*(cos((((45.0-Function_node_8056( _angle ))*0.005555556+0.0)*3.141592654))*sqrt(2.0)))+node_364));
                float node_2721_if_leB = step((((_offset-node_364)*(cos((((45.0-Function_node_8056( _angle ))*0.005555556+0.0)*3.141592654))*sqrt(2.0)))+node_364),node_784.r);
                float node_2684 = 1.0;
                fixed4 finalRGBA = fixed4(finalColor,(_node_2311_var.a*lerp((node_2721_if_leA*0.0)+(node_2721_if_leB*node_2684),node_2684,node_2721_if_leA*node_2721_if_leB)));
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

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