Fissll
April 25, 2016, 11:03am
1
Hello everyone,
I’m fairly new to hlsl and cg but my first shader turned out pretty good.
Now however, I want to make a shader which imitates a shine or sparkle effect for the reward text the player gets when finishing a level in my game.
I want it to look something like this
Does anyone have an idea how I can do this?
Fissll
April 26, 2016, 3:24pm
2
After a whole day of messing around, I finally managed to create the shine effect.
If anyone is interested in it, here is the code (it is based on the standard UI shader)
Shader "Custom/BlingShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
_Speed("Bling Speed", Float) = 2
_Thickness("Bling Thickness", Range(0, 1)) = 0.8
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
float _Speed;
float _Thickness;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
float x = (IN.worldPosition.x + _ScreenParams[0] / 2) / _ScreenParams[0];
float y = (IN.worldPosition.y + _ScreenParams[1] / 2) / _ScreenParams[1];
float f = 1 + x - (_SinTime[3] * _Speed);
if (_CosTime[3] > 0)
{
if (y >= f && y <= f + _Thickness)
color /= 1 - (f - y) - _Thickness;
if (y >= f - _Thickness && y <= f)
color /= 1 + (f - y) - _Thickness;
}
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
1 Like
pcg
September 25, 2017, 8:26am
3
Just what I was looking for, thanks for sharing.
I have a question. I recall reading that if’s in a shader give a performance hit.
Apparently its ok to use them sometimes and not others (I’m very new to shader coding).
I was wondering if the “if’s” in the shader code above are a problem with regards to performance?