本文实例为大家分享了Unity3D UGUI翻书展示的具体代码,供大家参考,具体内容如下
参考大佬的,链接找不到了,找到了再加在这。
下边是Shader代码:
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// 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代码:
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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 } } |
左右两页纸可以在翻书结束动态加载图片。
下边是Plane的面板信息:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/songhuanfei2017/article/details/93750356