Unity3D UGUI實(shí)現(xiàn)翻書(shū)特效
本文實(shí)例為大家分享了Unity3D UGUI翻書(shū)展示的具體代碼,供大家參考,具體內(nèi)容如下
參考大佬的,鏈接找不到了,找到了再加在這。
下邊是Shader代碼:
// 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代碼:
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 } }
左右兩頁(yè)紙可以在翻書(shū)結(jié)束動(dòng)態(tài)加載圖片。
下邊是Plane的面板信息:
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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