블로그 이미지
Every unexpected event is a path to learning for you. blueasa

카테고리

분류 전체보기 (2794)
Unity3D (852)
Programming (478)
Server (33)
Unreal (4)
Gamebryo (56)
Tip & Tech (185)
협업 (11)
3DS Max (3)
Game (12)
Utility (68)
Etc (98)
Link (32)
Portfolio (19)
Subject (90)
iOS,OSX (55)
Android (14)
Linux (5)
잉여 프로젝트 (2)
게임이야기 (3)
Memories (20)
Interest (38)
Thinking (38)
한글 (30)
PaperCraft (5)
Animation (408)
Wallpaper (2)
재테크 (18)
Exercise (3)
나만의 맛집 (3)
냥이 (10)
육아 (16)
Total
Today
Yesterday

NGUIDiscussion group: 333417608

Demand

Click on the monster portrait, portrait. (restrictions: highlight value only)

Method

Copy the Unlit - Transparent Colored.shader, modify(Finally, a complete shader)



Shader "Unlit/Transparent Colored" 


Instead of


Shader "Unlit/Transparent Colored (Bright)"


2,


Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}


Instead of


Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
		_Bright("Brightness", Float) = 2
	}

3, 

sampler2D _MainTex;
float4 _MainTex_ST;


Instead of


sampler2D _MainTex;
float4 _MainTex_ST;
float _Bright;

4, 

fixed4 frag (v2f i) : COLOR
{
	fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
	return col;
}


Instead of


fixed4 frag (v2f i) : COLOR
{
	fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
	col.rgb = _Bright * col.rgb;
	return col;
}

5, Save the name for the Unlit - Transparent Colored (Bright).shader 

Create a new Atlas


ReplicationAtlas and Material, pictured above is Wooden Atlas 1 (two is respectively Atlas and Material)

Material Atlas Wooden Atlas 1Designated asWooden Atlas 1

Revise the new Material


Increasing the brightness


Can be modified Brightness (Note: the modified window may not immediately display effect, need to refresh force corresponding to the Panel)



Application

The code which, when using the corresponding sprite atlas specified for the new atlas.


Effect


On the left is the highlighted icon. On the right is the ashing.


With complete Shader

Highlight

Shader "Unlit/Transparent Colored (Bright)"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
		_Bright("Brightness", Float) = 2
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Cull Off
		Lighting Off
		ZWrite Off
		Fog { Mode Off }
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				
				#include "UnityCG.cginc"
	
				struct appdata_t
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				struct v2f
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				sampler2D _MainTex;
				float4 _MainTex_ST;
				float _Bright;
				
				v2f vert (appdata_t v)
				{
					v2f o;
					o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color;
					return o;
				}
				
				fixed4 frag (v2f i) : COLOR
				{
					fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
					col.rgb = _Bright * col.rgb;
					return col;
				}
			ENDCG
		}
	}

	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			Offset -1, -1
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}


Ashing


Shader "Unlit/Transparent Colored (Gray)"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Cull Off
		Lighting Off
		ZWrite Off
		Fog { Mode Off }
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				
				#include "UnityCG.cginc"
	
				struct appdata_t
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				struct v2f
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				sampler2D _MainTex;
				float4 _MainTex_ST;
				
				v2f vert (appdata_t v)
				{
					v2f o;
					o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color;
					return o;
				}
				
				fixed4 frag (v2f i) : COLOR
				{
					fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
					col.rgb = dot(col.rgb, fixed3(.222,.707,.071));
					return col;
				}
			ENDCG
		}
	}

	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			Offset -1, -1
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}

Posted by Louis at February 26, 2014 - 10:17 PM



출처 : http://www.programering.com/a/MzM5ATMwATY.html

반응형
Posted by blueasa
, |