Unity3d实现UI圆角之自动定义Shader

实现一个效果,那就是用户头像,一般我们想到的最简单的就是用Mask组件遮罩实现,这就得两个图层,一个圆角图层,一个头像图层,这样增加了Draw Call值。另一种就是用Shader来实现,效果如下:
Unity3d实现UI圆角之自动定义Shader

直接上Shader源码:

Shader "Unlit/RoundShader"
{
    Properties
    {
        _MainTex ("Base(RGB)", 2D) = "white" {}
        _RADIUSBUCE("RADIUSBUCE",Range(0,0.5))=0.2
    }

    SubShader
    {

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma exclude_renderers gles
            #include "UnityCG.cginc"
                float _RADIUSBUCE;
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float2 RadiusBuceVU: TEXCOORD1;
                float4 pos : SV_POSITION;
            };
            sampler2D _MainTex;
            v2f vert (appdata_base v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord;
                o.RadiusBuceVU = v.texcoord - float2(0.5, 0.5);
                return o;
            }

            fixed4 frag (v2f i) : COLOR
            {
               fixed4 col;
               col=(0,1,1,0);
               if (abs(i.RadiusBuceVU.x)< 0.5 - _RADIUSBUCE || abs(i.RadiusBuceVU.y) < 0.5 - _RADIUSBUCE)
               {
                   col = tex2D(_MainTex, i.uv);
               }
               else
               {
                   if (length(abs(i.RadiusBuceVU) - float2(0.5 - _RADIUSBUCE,0.5 - _RADIUSBUCE)) < _RADIUSBUCE)
                   {
                       col = tex2D(_MainTex, i.uv);
                   }
                   else
                   {
                       discard;
                   }
               }
               return col;
            }
            ENDCG
        }
    }
}

注意:可以通过 RADIUSBUCE 值调节圆角的大小

猜你喜欢

转载自blog.51cto.com/myselfdream/2560972
今日推荐