代码如下:
Shader "Hidden/Loading_01"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_Radius ("Radius", Range(0, 0.5)) = 0.1
_Width("Width", Range(0, 0.5)) = 0.1
_Breath ("Breath", float) = 1
_Num ("Num", int) = 1
_Dir ("Dir", int) = 1
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 _Color;
fixed _Radius;
fixed _Width;
fixed _Breath;
fixed _Dir;
int _Num;
fixed drawRing(fixed rMax, fixed rMin, fixed2 uv)
{
fixed r = sqrt(uv.x * uv.x + uv.y * uv.y);
return step(rMin, r) * step(r, rMax);
}
fixed getZeroToOneLoop()
{
return fmod(_Time.y * _Breath, 1);
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 newUv = i.uv - fixed2(0.5, 0.5);
float angle = 360.0 / _Num;
fixed curAngle = degrees(atan2(newUv.y, newUv.x)) + 180;
int interval = curAngle / angle;
int odd = fmod(interval, 2);
interval += step(_Dir, 0) *_Num + _Dir * _Num * getZeroToOneLoop();
interval = fmod(interval, _Num);
_Color.a = odd * drawRing(_Radius +_Width, _Radius, newUv) * interval / _Num;
return _Color;
}
ENDCG
}
}
}