shader血条UI

在这里插入图片描述
在这里插入图片描述

Shader "Unlit/Shader_Test"
{
    
    
    Properties
    {
    
    
        [hideininspector]_MainTex ("Texture", 2D) = "white" {
    
    }
        _Process("Process",Range(0,1)) = 0.5
        _ZeroColor(" zeroColor",Color) = (0,1,0,1)
        _OneColor("OneColor",Color) = (1,0,1,1)
    }
    SubShader
    {
    
    
        Tags {
    
     "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 100

        Pass
        {
    
            
            Blend SrcAlpha OneMinusSrcAlpha
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"

            struct appdata
            {
    
    
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float4 color : COLOR;
            };

            struct v2f
            {
    
    
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 color : TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _OneColor;
            float4 _ZeroColor;       
            float _Process;

            v2f vert (appdata v)
            {
    
    
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.color = v.color;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
    
                               
                fixed4 col = tex2D(_MainTex, i.uv);                
                float stege = step(_Process,i.uv.y);                              
                float4 data = lerp(_ZeroColor  ,_OneColor,stege) * col * i.color;
                return data;
            }
            ENDCG
        }
    }
}

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转载自blog.csdn.net/js0907/article/details/116275221