Shader在地上画个圆


圈移动,访问修改shader的属性

using UnityEngine;

[ExecuteInEditMode]
public class Radius : MonoBehaviour {

    public Material radiusMaterial;
    public float radius = 1;
    public Color color = Color.white;

    // Use this for initialization
    void Start () {
	
	}
	
    //每帧更新shader中的参数值
	// Update is called once per frame
	void Update () {
        radiusMaterial.SetVector("_Center", transform.position);
        radiusMaterial.SetFloat("_Radius", radius);
        radiusMaterial.SetColor("_RadiusColor", color);
    }
}


shader其实很简单

Properties {
		_Color("Color", Color) = (1,1,1,1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
		
		_Center("Center", Vector) = (0,0,0,0)
		_Radius("Radius", Float) = 0.5
		_RadiusColor("Radius Color", Color) = (1,0,0,1)
		_RadiusWidth("Radius Width", Float) = 2
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		fixed4 _Color;

		float3 _Center;
		float _Radius;
		fixed4 _RadiusColor;
		float _RadiusWidth;

		struct Input {
			float2 uv_MainTex;
			float3 worldPos;
		};

		void surf(Input IN, inout SurfaceOutputStandard o) {
			float d = distance(_Center, IN.worldPos);
			if (d > _Radius && d < _Radius + _RadiusWidth)
				o.Albedo = _RadiusColor;
			else
				o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
		}
		ENDCG
	} 
	FallBack "Diffuse"



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