最近有个功能需求,在模型上切出球体形区域,并改变区域里面的颜色,具体效果见下图:
具体思路如下:
1.从C#端传入球体的中心点和球体的表面上的任意一点。
2.在顶点着色器上计算球体的半径
3.在片元着色器计算出球体里面的像素并附上颜色
具体代码如下:
Shader "Unlit/Clip"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GetPos ("EndPos(XYZ)",Vector)=(0,0,0,1)
_StartPos ("Start Pos(XYZ)",Vector)=(0,0,0,1)
_LPos ("Left Pos(XYZ)",Vector)=(0,0,0,1)
_LineColor("Line Color", Color) = (0, 0.8, 0.2, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 pos:TEXCOORD1;
float dis :TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _GetPos;
float3 _StartPos;
float3 _LPos;
//float dis;
fixed4 _LineColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.dis = distance(_GetPos,_StartPos);
o.pos= mul(unity_ObjectToWorld,v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//float dis = distance(_GetPos,_StartPos);
float mDis = distance(i.pos,_StartPos);
float angle = dot((i.pos - _StartPos) , (_GetPos - _StartPos));
// float angle1 = dot((i.pos - _StartPos) , (_LPos - _StartPos));
//float h = acos(angle);
if(mDis < i.dis && angle > 0){
return _LineColor;
}else{
return col;
}
return col;
}
ENDCG
}
}
}