最近用Unity Shader实现了个圆环效果
Shader "Sprites/GridCircle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_InnerRadiuse("Inner Radius", Range(0,0.5)) = 0.1
_InnerSideRadiuse("Inner Side Radius", Range(0.001,0.5)) = 0.05
_OuterRadiuse("Outer Radius", Range(0,0.5)) = 0.2
_OuterSideRadiuse("Outer Side Radius", Range(0.001,0.5)) = 0.05
_InSideAlpha("In Side Alpha", Range(0,1)) = 0.2
_Color("Circle Color", color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent+2"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Blend SrcAlpha OneMinusSrcAlpha //半透混合模式
Pass
{
ZWrite Off
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#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;
fixed _InnerRadiuse;
fixed _InnerSideRadiuse;
fixed _OuterRadiuse;
fixed _OuterSideRadiuse;
fixed _InSideAlpha;
fixed4 _Color;
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
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col = col * _Color;
fixed dis = distance(i.uv, fixed2(0.5, 0.5));
// 外环
fixed step0 = step(dis, _OuterRadiuse);
col.a = lerp(1, step0 * _InSideAlpha, saturate(abs(dis - _OuterRadiuse) / _OuterSideRadiuse));
clip(col.a - 0.0001);
// 内环
fixed step1 = step(_InnerRadiuse, dis);
col.a = step1 * col.a + lerp(1, step1 * _InSideAlpha, saturate(abs(dis - _InnerRadiuse) / _InnerSideRadiuse));
clip(col.a - 0.0001);
return col;
}
ENDCG
}
}
}