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Unity3D UGUI实现翻书特效

2020-01-23 20:45:59
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本文实例为大家分享了Unity3D UGUI翻书展示的具体代码,供大家参考,具体内容如下

参考大佬的,链接找不到了,找到了再加在这。

下边是Shader代码:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Personal/PageTurning" { Properties  { _Color ("Color", Color) = (1,1,1,1) _MainTex("MainTex",2D)="White"{} _SecTex("SecTex",2D)="White"{} _Angle("Angle",Range(0,180))=0 _Warp("Warp",Range(0,10))=0 _WarpPos("WarpPos",Range(0,1))=0 _Downward("Downward",Range(0,1))=0 } SubShader { pass {  Cull Back   CGPROGRAM  #pragma vertex vert   #pragma fragment frag   #include "UnityCG.cginc"   struct v2f   {  float4 pos : POSITION;  float2 uv : TEXCOORD0;  };  fixed4 _Color;  float _Angle;  float _Warp;  float _Downward;  float _WarpPos;  sampler2D _MainTex;  float4 _MainTex_ST;   v2f vert(appdata_base v)  {  v2f o;  v.vertex += float4(5,0,0,0);  float s;  float c;  sincos(radians(-_Angle),s,c);  float4x4 rotate={    c,s,0,0,  -s,c,0,0,  0,0,1,0,  0,0,0,1};  float rangeF=saturate(1 - abs(90-_Angle)/90);  v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF;  v.vertex.x -= rangeF * v.vertex.x*_Downward;  v.vertex = mul(rotate,v.vertex);    v.vertex += float4(-5,0,0,0);  o.pos = UnityObjectToClipPos(v.vertex);  o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);  return o;  }   fixed4 frag(v2f i):COLOR  {  fixed4 color = tex2D(_MainTex,-i.uv);  return _Color * color;  }    ENDCG }  pass {  Cull Front   CGPROGRAM  #pragma vertex vert   #pragma fragment frag   #include "UnityCG.cginc"   struct v2f   {  float4 pos : POSITION;  float2 uv : TEXCOORD0;  };  fixed4 _Color;  float _Angle;  float _Warp;  float _Downward;  float _WarpPos;  sampler2D _SecTex;  float4 _MainTex_ST;   v2f vert(appdata_base v)  {  v2f o;  v.vertex += float4(5,0,0,0);  float s;  float c;  sincos(radians(-_Angle),s,c);  float4x4 rotate={    c,s,0,0,  -s,c,0,0,  0,0,1,0,  0,0,0,1};  float rangeF=saturate(1 - abs(90-_Angle)/90);  v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF;  v.vertex.x -= rangeF * v.vertex.x*_Downward;  v.vertex = mul(rotate,v.vertex);    v.vertex += float4(-5,0,0,0);  o.pos = UnityObjectToClipPos(v.vertex);  o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);  return o;  }   fixed4 frag(v2f i):COLOR  {  float2 uv = i.uv;  uv.x = -uv.x;  fixed4 color = tex2D(_SecTex,-uv);  return _Color * color;  }  ENDCG } }}

下面是UI代码:

using System.Collections;using UnityEngine;using UnityEngine.UI; public class FanShuUI : UIBase{  private GameObject Plane;  private Material m_Material;  private Coroutine effect;  private Image LeftPage;  private Image RightPage;  private void Awake()  {    InitUI();  }  public override void InitUI()  {    Plane = GetGameObject("Plane");    LeftPage = GetComp<Image>("LeftPage");    RightPage = GetComp<Image>("RightPage");    Plane.SetActive(false);    m_Material = Plane.GetComponent<MeshRenderer>().material;  }  public void PlayPageTurnEffect(bool isLeft = true)  {    if (!gameObject.activeSelf)    {      return;    }    if (effect != null)    {      StopCoroutine(effect);    }    effect = StartCoroutine(FanShuEffect(0.5f, isLeft));  }  public void ShowRightImage(string right)  {    RightPage.gameObject.SetActive(true);    RightPage.sprite = ResourcesMgr.Instance.LoadObj<Sprite>(right);  }  public void ShowLeftImage(string left)  {    LeftPage.gameObject.SetActive(true);    LeftPage.sprite = ResourcesMgr.Instance.LoadObj<Sprite>(left);  }  private IEnumerator FanShuEffect(float time, bool isLeft)  {    LeftPage.gameObject.SetActive(false);    RightPage.gameObject.SetActive(false);    Plane.SetActive(true);    int angle = (int)(180 * 0.1f);    for (int i = 0; i < 10; i++)    {      if (isLeft)      {        m_Material.SetFloat("_Angle", angle * i);      }      else      {        m_Material.SetFloat("_Angle", 180 - angle * i);      }      yield return new WaitForSeconds(time * 0.1f);    }    if (isLeft)    {      m_Material.SetFloat("_Angle", 180);    }    else    {      m_Material.SetFloat("_Angle", 0);    }    Plane.SetActive(false);    OnEffectOver();  }  private void OnEffectOver()  {    //--callback  }}

左右两页纸可以在翻书结束动态加载图片。

下边是Plane的面板信息:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持武林网。

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