鼠标点击位置,图片局部颜色处理:
Shader "Unlit/Highlight"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" }
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;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float2 m_uv;
float m_r;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float minx = m_uv.x - 0.2;
float maxx = m_uv.x + 0.2;
float miny = m_uv.y - 0.2;
float maxy = m_uv.y + 0.2;
if (i.uv.x > minx && i.uv.x < maxx && i.uv.y>miny && i.uv.y < maxy)
{
col.r = 1;
}
return col;
}
ENDCG
}
}
}
C#代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Highlight : MonoBehaviour
{
public RectTransform m_rt;
public Material mat;
public Camera rayCamera;
private void Start()
{
if (rayCamera == null)
rayCamera = Camera.main;
}
private void Update()
{
if (Input.GetMouseButton(0))
{
Vector2 uipos = Vector3.one;
RectTransformUtility.ScreenPointToLocalPointInRectangle(m_rt, Input.mousePosition, Camera.main, out uipos);
uipos += new Vector2(250, 250);
uipos /= 500;
mat.SetVector("m_uv", uipos);
Debug.LogError(uipos);
}
}
}