按角色血量改变血条
Shader "Unlit/HpBarShader"
{
Properties
{
[NoScaleoffset]_MainTex ("Texture", 2D) = "white" {}
_Health ("Health", Range(0, 1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct MeshData
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct Interpolator
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Health;
Interpolator vert (MeshData v)
{
Interpolator o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float InverseLerp(float a, float b, float v)
{
return (v - a) / (b - a);
}
float4 frag(Interpolator i) : SV_Target
{
//fixed4 col = tex2D(_MainTex, i.uv);
float healthMask = _Health > i.uv.x;//floor(i.uv.x * 8) / 8;血条分段减少
//clip(healthMask - 1);//裁剪(裁剪掉失去量部分), 使bg变为透明,(一般情况剪的越早越好)。
float tHealthColor = InverseLerp(0.3, 0.7, _Health);//0->0.3 = red, 0.7->1 = green,颜色渐变阈值
float3 healthColor = lerp(float3(1, 0 , 0), float3(0 , 1, 0), tHealthColor); //_Health);//颜色渐变融合
//return float4(healthColor, 0);
float3 bgColor = float3(0, 0, 0);//底颜色
float3 outColor = lerp(bgColor, healthColor, healthMask);//healthMask遮罩融合
return float4(outColor, 0);
}
ENDCG
}
}
}