修改结算界面v0.2

增加水波纹效果
This commit is contained in:
2026-07-05 03:09:42 +08:00
parent 904f854774
commit f5883eb451
16 changed files with 1734 additions and 57 deletions
@@ -0,0 +1,155 @@
Shader "GameFramework/UI/WaterRippleFade"
{
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
// ---- 水波纹参数 ----
_RippleAmplitude ("Ripple Amplitude", Range(0, 0.15)) = 0.02
_RippleFrequency ("Ripple Frequency", Range(1, 30)) = 8
_RippleSpeed ("Ripple Speed", Range(0, 10)) = 3
_RippleIntensity ("Ripple Intensity", Range(0, 1)) = 1
_FadeAlpha ("Fade Alpha", Range(0, 1)) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"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
{
Name "Default"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _ClipRect;
float _RippleAmplitude;
float _RippleFrequency;
float _RippleSpeed;
float _RippleIntensity;
float _FadeAlpha;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
// UI 裁剪函数(兼容内置 UI 系统)
float4 UnityGet2DClipping(float2 position, float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return float4(inside.x * inside.y, inside.x * inside.y, inside.x * inside.y, inside.x * inside.y);
}
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.positionOS;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.texcoord = TRANSFORM_TEX(input.texcoord, _MainTex);
output.color = input.color * _Color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// ---- 水波纹 UV 扭曲 ----
float2 uv = input.texcoord;
float time = _Time.y * _RippleSpeed;
float amp = _RippleAmplitude * _RippleIntensity;
// 三层正弦波叠加,模拟水面扰动
float wave1 = sin(uv.y * _RippleFrequency * 6.28 + time) * amp;
float wave2 = sin(uv.x * _RippleFrequency * 4.5 + time * 1.3) * amp * 0.6;
float wave3 = sin((uv.x + uv.y) * _RippleFrequency * 8.0 - time * 0.7) * amp * 0.3;
uv.x += wave1 + wave3;
uv.y += wave2 + wave3 * 0.5;
// 采样纹理
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * input.color;
// ---- 渐现 Alpha ----
color.a *= _FadeAlpha;
// UI 裁剪
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect).r;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDHLSL
}
}
}
@@ -0,0 +1,9 @@
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