我们知道在Unity后面的版本中SpriteRenderer已经有了Tiled功能,可以实现扇形进度条的功能,不过如果我们需要多种样式的进度条,可能就需要写shader了。下面是实现扇形进度条的代码,如果需要其他样式 的,可以直接修改。
Shader "My/Pie" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Angle("Pie Angle",Range(0,360)) = 360
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
half _Angle;
fixed _Gradient;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
half2 cuv = i.texcoord - half2(0.5,0.5);
half2 luv = half2(1,0);
half2 s = cuv.x * luv.y - luv.x * cuv.y;
half2 c = cuv.x * luv.x + cuv.y * luv.y;
half2 angle = atan2(s, c) * (180 / 3.1416);
angle += step(0,cuv.y)*360;
clip(angle-_Angle);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}