要做这个功能有两个简单的方法
一种是在用程序生成一张图片,然后根据毒气圈和安全区位置和大小往里面填颜色
另一种渲染小地图这种图片的同时用shader把毒气圈和安全区位置都画出来
第一种方法太麻烦了,如果生成的图片太大,性能也不好所以这里只介绍第二种方法
Shader "Unlit/ImageCircle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_CircleColor1("CircleColor1", Color) = (1,1,1,1)
_Radius1("Radius1", Float) = 0.2
_CircleWidth1("CircleWidth1", Float) = 0.1
_CircleColor2("CircleColor2", Color) = (1,1,1,1)
_Radius2("Radius2", Float) = 0.2
_CircleWidth2("CircleWidth2", Float) = 0.1
_CenterPos("CenterPos", Vector) = (0.5, 0.5, 0.5, 0.5) //两个圈的中心位置
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType"="Transparent"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
LOD 100
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _CircleColor1;
fixed _Radius1;
fixed _CircleWidth1;
fixed4 _CircleColor2;
fixed _Radius2;
fixed _CircleWidth2;
Vector _CenterPos;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float2 center = i.uv - float2(_CenterPos.x,_CenterPos.y);
float dis = sqrt(center.x * center.x + center.y * center.y);
float minDistance = _Radius1 - _CircleWidth1;
if(dis < _Radius1 && dis > minDistance)
{
col += _CircleColor1;
}
center = i.uv - float2(_CenterPos.z,_CenterPos.w);
dis = sqrt(center.x * center.x + center.y * center.y);
minDistance = _Radius2 - _CircleWidth2;
if(dis < _Radius2 && dis > minDistance)
{
col += _CircleColor2;
}
return col;
}
ENDCG
}
}
}