可以用一张渐变图和一张噪声图,一个圆形的模型,通过透明测试制作效果。
Shader "Clip/Bo"
{
Properties
{
_MainTex ("Texture", 2D) = "" {}
_MainColor("Main Color",Color) = (1,1,1,1)
_NoiseMap("NoiseMap", 2D) = "" {}
_Cutout("Cutout", Range(0.0,1.1)) = 0.0
_Speed("Speed", Vector) = (.34, .85, .92, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" "DisableBatching"="True"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
half2 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutout;
float4 _Speed;
sampler2D _NoiseMap;
float4 _NoiseMap_ST;
float4 _MainColor;
//顶点Shader
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord0, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord0, _NoiseMap);
return o;
}
//片元Shader
half4 frag (v2f i) : SV_Target
{
half gradient = tex2D(_MainTex, i.uv.xy + _Time.y * 0.1f * _Speed.xy).r * (1.0 - i.uv.y);
half noise = 1.0 - tex2D(_NoiseMap, i.uv.zw + _Time.y * 0.1f * _Speed.zw).r;
clip(gradient - noise - _Cutout);
return _MainColor;
}
ENDCG
}
}
}

