Shader espera el círculo de la interfaz (3)

Como de costumbre, anteponga el efecto.

código de sombreador:

Shader "Hidden/Loading"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Radiu("Radiu",Range(0.01,0.5)) = 0.25
        _Width("Width",Range(0.01,0.5)) = 0.1
	_RotSpeed("RotSpeed",Range(1,10)) = 5
	_Color1("Color1",Color) = (1,1,1,1)
	_Color2("Color2",Color) = (1,1,1,1)
    }
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always
		Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define PI 3.1415926
            #define edge 4 / min(_ScreenParams.x,_ScreenParams.y)
            #include "UnityCG.cginc"

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

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

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

            sampler2D _MainTex;
            fixed _Radiu;
            fixed _Width;
            fixed _Ctrl;
	    fixed _RotSpeed;
	    fixed4 _Color1;
	    fixed4 _Color2;
            fixed4 frag (v2f i) : SV_Target
            {   
                //重置坐标
                fixed2 uv1 = i.uv - 0.5;
                fixed angle = _Time.y * _RotSpeed;
                //旋转
                uv1 = mul(uv1,float2x2(cos(angle),sin(angle),-sin(angle),cos(angle)));
                
				//计算反正切 然后设置0~1
                fixed a1 = atan2(uv1.x,uv1.y);
                a1 = (1 + a1 / PI) * .5;

                //计算颜色
                fixed4 c = lerp(_Color1, _Color2, a1);

                //缓动效果
                _Ctrl = lerp(0.3,0.8,((sin(_Time.y * _RotSpeed * 0.4) + 1) * 0.5));
                a1 = step(a1,_Ctrl);

                //圆环
                fixed ring = (1 - smoothstep(_Radiu,_Radiu + edge,length(uv1))) * (smoothstep(_Radiu-_Width-edge,_Radiu-_Width,length(uv1)));

                return c * a1 * ring;
            }
            ENDCG
        }
    }
}

 

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Origin blog.csdn.net/chooselove/article/details/106690862
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