float alpha = 1.0 - step(0.5,distance(vUv,vec2(0.5)));
float angle = atan(vUv.x-0.5
glsl 片元着色器 alpha 通道透明但是仍然渲染出来
于 2022-11-01 16:18:19 首次发布
float alpha = 1.0 - step(0.5,distance(vUv,vec2(0.5)));
float angle = atan(vUv.x-0.5