我想画一个圆圈,里面用红色填充,外面用黑色填充。
我想从代码中设置圆圈的大小。 0
是最小尺寸,100
是圆的最大尺寸,100
表示圆圈必须覆盖屏幕。
以下是代码:
Shader "Hidden/Circle"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_radius("Radius",Range(0, 100)) = 100
_radiusOffet("Offset",Range(0, 100)) = 72
_discardedColor("Dicard Color", Color) = (0, 0, 0, 0) // color
}
SubShader
{
//Tags{ "Queue" = "Transparent" }
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _discardedColor;
float _radius;
float _radiusOffet;
float minMinSlide = 0; //0.314
float minMaxSlide = 100.0;
struct v2f
{
float2 uv : TEXCOORD0;
};
v2f vert(
float4 vertex : POSITION, // vertex position input
float2 uv : TEXCOORD0, // texture coordinate input
out float4 outpos : SV_POSITION // clip space position output
)
{
v2f o;
o.uv = uv;
outpos = UnityObjectToClipPos(vertex);
return o;
}
float mapValue(float mainValue, float inValueMin, float inValueMax, float outValueMin, float outValueMax)
{
return (mainValue - inValueMin) * (outValueMax - outValueMin) / (inValueMax - inValueMin) + outValueMin;
}
fixed4 frag(v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : SV_Target
{
//Set default values
minMinSlide = 0;
minMaxSlide = 100;
//fixed4 col = tex2D(_MainTex, i.uv);
float4 fragColor = 0;
//float2 fragCoord = i.vertex.xy;
float2 fragCoord = screenPos;
float2 screenCoord = fragCoord.xy;
float minOutRadius = 0;
//THIS IS WRONG? WHAT'S THE PROPER WAY OF DOING THIS?
float maxOutRadius = (_ScreenParams.x / 2) + _radiusOffet;
//Calcuate the scaled radius
float rad = mapValue(_radius, minMinSlide, minMaxSlide, minOutRadius, maxOutRadius);
float2 middlePoint = _ScreenParams.xy * 0.5 - screenCoord;
float middleLength = middlePoint.x * middlePoint.x + middlePoint.y * middlePoint.y;
if (middleLength > rad * rad)
{
//Use black color
fragColor = _discardedColor;
}
else {
//Use red color
fragColor = float4(1, 0, 0, 0);
}
return fragColor;
}
ENDCG
}
}
}
此代码在编辑器上100%有效。
Windows和Android版本中存在一个小问题。
问题是,当值设置为100
时,圆圈不会完全覆盖屏幕100%。这在编辑器中工作正常。
我认为问题在于这一行:
float maxOutRadius = (_ScreenParams.x / 2) + _radiusOffet;
如何根据设备的屏幕尺寸正确计算圆的最大半径?
这行代码只能在编辑器上正常工作。
答案 0 :(得分:2)
圆的最大半径是从中心到屏幕角落的距离。那将是:
float x = _ScreenParams.x / 2;
float y = _ScreenParams.y / 2;
float maxOutRadius = sqrt(x*x+y*y); // + _radiusOffet;
你可以使着色器更简单顺便说一下。例如:
uniform float _Percent;
fixed4 frag (float4 pos:VPOS) : SV_Target
{
float4 col;
float2 center = _ScreenParams.xy/2;
float maxradius = length(center);
float radius = maxradius * abs(sin(_Time.y)); // * (_Percent/100);
if(distance(pos.xy, center) > radius){
col = float4(0,0,0,1);
}else{
col = float4(1,0,0,1);
}
return col;
}