├── .gitignore ├── Assets ├── CloudShadow_UIMaskNoise.mat ├── CloudShadow_UIMaskNoise.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── UIMaskNoise.prefab ├── UIMaskNoise.prefab.meta ├── UIMaskNoise.shader ├── UIMaskNoise.shader.meta ├── back_alpha.png ├── back_alpha.png.meta ├── bg@2x.png ├── bg@2x.png.meta ├── water_noise.jpg └── water_noise.jpg.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── shader_effect.gif /.gitignore: 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fileFormatVersion: 2 2 | guid: 513e1039fc83a31408e0ff45fbab0d1c 3 | timeCreated: 1545824950 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 100100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UIMaskNoise.shader: -------------------------------------------------------------------------------- 1 | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 2 | 3 | Shader "CloudShadow/UIMaskNoise" 4 | { 5 | Properties 6 | { 7 | [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} 8 | _Color("Tint", Color) = (1,1,1,1) 9 | 10 | _StencilComp("Stencil Comparison", Float) = 8 11 | _Stencil("Stencil ID", Float) = 0 12 | _StencilOp("Stencil Operation", Float) = 0 13 | _StencilWriteMask("Stencil Write Mask", Float) = 255 14 | _StencilReadMask("Stencil Read Mask", Float) = 255 15 | 16 | _ColorMask("Color Mask", Float) = 15 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 19 | 20 | _Refraction("Refraction", float) = 1.0 //折射值 21 | _DistortionMap("Distortion Map", 2D) = "" {} //扭曲 22 | _DistortionScrollX("X Offset", float) = 0 23 | _DistortionScrollY("Y Offset", float) = 0 24 | _DistortionScaleX("X Scale", float) = 1.0 25 | _DistortionScaleY("Y Scale", float) = 1.0 26 | 27 | 28 | _DistortionPower("Distortion Power", float) = 0.08 29 | 30 | _MaskTex("_MaskTex", 2D) = "" {} 31 | } 32 | 33 | SubShader 34 | { 35 | Tags 36 | { 37 | "Queue" = "Transparent" 38 | "IgnoreProjector" = "True" 39 | "RenderType" = "Transparent" 40 | "PreviewType" = "Plane" 41 | "CanUseSpriteAtlas" = "True" 42 | } 43 | 44 | Stencil 45 | { 46 | Ref[_Stencil] 47 | Comp[_StencilComp] 48 | Pass[_StencilOp] 49 | ReadMask[_StencilReadMask] 50 | WriteMask[_StencilWriteMask] 51 | } 52 | 53 | Cull Off 54 | Lighting Off 55 | ZWrite Off 56 | ZTest[unity_GUIZTestMode] 57 | Blend SrcAlpha OneMinusSrcAlpha 58 | ColorMask[_ColorMask] 59 | 60 | Pass 61 | { 62 | Name "Default" 63 | CGPROGRAM 64 | #pragma vertex vert 65 | #pragma fragment frag 66 | #pragma target 2.0 67 | 68 | #include "UnityCG.cginc" 69 | #include "UnityUI.cginc" 70 | 71 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 72 | 73 | struct appdata_t 74 | { 75 | float4 vertex : POSITION; 76 | float4 color : COLOR; 77 | float2 texcoord : TEXCOORD0; 78 | UNITY_VERTEX_INPUT_INSTANCE_ID 79 | }; 80 | 81 | struct v2f 82 | { 83 | float4 vertex : SV_POSITION; 84 | fixed4 color : COLOR; 85 | float2 texcoord : TEXCOORD0; 86 | float4 worldPosition : TEXCOORD1; 87 | UNITY_VERTEX_OUTPUT_STEREO 88 | }; 89 | 90 | fixed4 _Color; 91 | fixed4 _TextureSampleAdd; 92 | float4 _ClipRect; 93 | 94 | uniform sampler2D _DistortionMap; 95 | uniform sampler2D _MaskTex; 96 | uniform float _BackgroundScrollX; 97 | uniform float _BackgroundScrollY; 98 | uniform float _DistortionScrollX; 99 | uniform float _DistortionScrollY; 100 | uniform float _DistortionScaleX; 101 | uniform float _DistortionScaleY; 102 | 103 | uniform float _DistortionPower; 104 | 105 | uniform float _Refraction; 106 | 107 | v2f vert(appdata_t IN) 108 | { 109 | v2f OUT; 110 | UNITY_SETUP_INSTANCE_ID(IN); 111 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 112 | OUT.worldPosition = IN.vertex; 113 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 114 | 115 | OUT.texcoord = IN.texcoord; 116 | 117 | OUT.color = IN.color * _Color; 118 | return OUT; 119 | } 120 | 121 | sampler2D _MainTex; 122 | 123 | fixed4 frag(v2f IN) : SV_Target 124 | { 125 | float2 disScale = float2(_DistortionScaleX,_DistortionScaleY); 126 | 127 | float2 disOffset = float2(_DistortionScrollX,_DistortionScrollY); 128 | float4 mask = tex2D(_MaskTex, IN.texcoord); 129 | float2 timer = float2(_Time.x, _Time.x); 130 | float4 disTex = tex2D(_DistortionMap, disScale * IN.texcoord + disOffset * timer); 131 | 132 | float2 offsetUV = (-_Refraction * (disTex * _DistortionPower - (_DistortionPower*0.5))); 133 | 134 | //return tex2D(_Background, i.uv + offsetUV * (1 - mask.r)); 135 | 136 | half4 color = (tex2D(_MainTex, IN.texcoord + offsetUV * (1 - mask.r)) + _TextureSampleAdd) * IN.color; 137 | 138 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 139 | 140 | #ifdef UNITY_UI_ALPHACLIP 141 | clip(color.a - 0.001); 142 | #endif 143 | 144 | 145 | 146 | 147 | 148 | return color; 149 | } 150 | ENDCG 151 | } 152 | } 153 | } 154 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_RenderPipeSettingsPath: 8 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # unity_uiripple_effect 2 | 3 | ## 感谢ULUA群云影分享 Thanks to ulua group(云影cloud) shared 4 | 5 | ## 在Unity中的效果 Effects in Unity 6 | 7 | ![effect](https://raw.githubusercontent.com/11lin/unity_uiripple_effect/master/shader_effect.gif) 8 | -------------------------------------------------------------------------------- /shader_effect.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/11lin/unity_uiripple_effect/1455fc0cd5e6e67df2725dba8ed55c9797cc0c26/shader_effect.gif --------------------------------------------------------------------------------