ノイズテクスチャを使って uGUI で Dissolve っぽい表現をやってみたかったので
Unity2020 の uGUI Shader をもとに作成してみました
使い方
以下の Shader を作成してから、以下のコンポーネントを Image がある GameObejct に追加し
よしななノイズテクスチャをセットすることで、Show
もしくは Hide
を呼び出せばいい感じに表示非表示をしてくれます
Dissolve の判定に使ってるのは r 成分だけなので、b g はどんな値が入ってても影響はありません
シェーダーコード
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/UI/Dissolve" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} (_NoiseTex ("Noise Texture", 2D) = "white" {} _DissolveTime ("Time", Range(0.0, 1.0)) = 1 _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 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "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 One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; half4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; sampler2D (_NoiseTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; float _DissolveTime; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); float4 vPosition = UnityObjectToClipPos(v.vertex); OUT.worldPosition = v.vertex; OUT.vertex = vPosition; float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { // もともとのテクスチャを取得 half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); // ノイズテクスチャを取得 half4 noise = IN.color * (tex2D(_NoiseTex, IN.texcoord) + _TextureSampleAdd); // いい感じにアルファを調整 color.a *= smoothstep(noise.r, noise.r + 0.2, _DissolveTime); #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif color.rgb *= color.a; return color; } ENDCG } } }
コンポーネントのスクリプト
using UnityEngine; using UnityEngine.UI; [RequireComponent(typeof(Image))] public class UIDissolve : MonoBehaviour { [SerializeField] private Shader _shader; [SerializeField] private Texture2D _noiseTexture; [SerializeField] private float _duration = 1f; [SerializeField, HideInInspector] private Image _image; #if UNITY_EDITOR private void Reset() { _image = GetComponent<Image>(); _shader = Shader.Find("Hidden/UI/Dissolve"); } #endif private Material _createMaterial; private float _time; private static readonly int DissolveTime = Shader.PropertyToID("_DissolveTime"); private bool _show; private static readonly int DissolveTex = Shader.PropertyToID("_DissolveTex"); private void Awake() { _createMaterial = new Material(_shader); _image.material = _createMaterial; _createMaterial.SetFloat(DissolveTime, 1); _createMaterial.SetTexture(DissolveTex, _noiseTexture); } /// <summary> /// 非表示にする /// </summary> public void Hide() { _show = false; _time = _duration; } /// <summary> /// 表示する /// </summary> public void Show() { _show = true; _time = _duration; } private void Update() { if (_time <= 0f) return; _time -= Time.deltaTime; var value = Mathf.Clamp(_time, 0, _duration) / _duration; if (_show) value = 1 - value; _createMaterial.SetFloat(DissolveTime, value); } }