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- Shader "Custom/FlowOverlay"
- {
- Properties
- {
- _BaseMap("Base Map", 2D) = "white" {}
- _FlowTex("Flow Texture", 2D) = "white" {}
- _FlowColor("Flow Color", Color) = (1,0.5,0,1)
- _FlowSpeed("Flow Speed", Float) = 1.0
- _FlowAngle("Flow Angle", Float) = 0.0
- _Tiling("Flow Tiling", Vector) = (1,1,0,0)
- _FlowStrength("Flow Strength", Float) = 1.0
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 200
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _BaseMap;
- sampler2D _FlowTex;
- float4 _FlowColor;
- float _FlowSpeed;
- float _FlowAngle;
- float4 _Tiling;
- float _FlowStrength;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float2 uvFlow : TEXCOORD1;
- float4 vertex : SV_POSITION;
- };
- float2 RotateUV(float2 uv, float angleDeg, float2 pivot)
- {
- float angleRad = radians(angleDeg);
- float s = sin(angleRad);
- float c = cos(angleRad);
- uv -= pivot;
- float2 rotatedUV = float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c);
- return rotatedUV + pivot;
- }
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- // 原贴图UV
- o.uv = v.uv;
- // 电流贴图UV:先缩放,再旋转
- float2 uvScaled = v.uv * _Tiling.xy;
- float2 uvRotated = RotateUV(uvScaled, _FlowAngle, 0.5);
- o.uvFlow = uvRotated + float2(_Time.y * _FlowSpeed, 0);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 baseCol = tex2D(_BaseMap, i.uv);
- fixed4 flowTex = tex2D(_FlowTex, i.uvFlow);
- fixed4 flowColor = flowTex * _FlowColor * _FlowStrength;
- fixed4 finalColor = baseCol + flowColor;
- return finalColor;
- }
- ENDCG
- }
- }
- }
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