Shader "Zhanyou/Character/PlayerWing" { Properties { _MainTex("Main Tex", 2D) = "white" {} _Color ("Color", Color) = (1, 1, 1, 1) _Emission ("Emission", Range(0, 1)) = 0 // 流光贴图 _FlowTex ("Flow (RGB)", 2D) = "black" {} // 流光颜色 _FlowColor ("Flow Color", Color) = (1, 1, 1, 1) // 流光速度u _FlowSpeedU ("Flow Speed U", Float) = 1 // 流光速度v _FlowSpeedV ("Flow Speed V", Float) = 0 // 流光角度 - 0到360度 _FlowRadian ("Flow Direction", Range(0, 6.283)) = 0 } Category { Tags { "Queue"="AlphaTest+52" "IgnoreProjector"="True" "RenderType"="CharacterCutout" } Blend SrcAlpha OneMinusSrcAlpha Cull Back Lighting Off ZWrite Off ZTest LEqual Offset 0, -0.01 SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" #include "FlowColorBase.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half4 _Color; uniform sampler2D _FlowTex; uniform half4 _FlowTex_ST; uniform half4 _FlowColor; uniform float _FlowSpeedU; uniform float _FlowSpeedV; uniform float _FlowRadian; uniform float _Emission; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float2 flowUv : TEXCOORD1; UNITY_FOG_COORDS(2) }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); float flowSin = sin(_FlowRadian); float flowCos = cos(_FlowRadian); o.flowUv = float2(flowCos * v.texcoord.x - flowSin * v.texcoord.y, flowSin * v.texcoord.x + flowCos * v.texcoord.y); o.flowUv = TRANSFORM_TEX(o.flowUv, _FlowTex) + float2(_FlowSpeedU, _FlowSpeedV) * _Time.y; UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.texcoord); c.rgb *= _Color.rgb; c.rgb *= 1 + _Emission; c.a *= _Color.a; fixed4 flowCol = tex2D(_FlowTex, i.flowUv); flowCol *= _FlowColor; c.rgb += flowCol.rgb * flowCol.a; UNITY_APPLY_FOG(i.fogCoord, c); return c; } ENDCG } } CustomEditor "FlowToggleShaderGui" Fallback "Unlit/Texture" } }