这是着色器代码
Shader "Custom/VRRingReticle" {
Properties {
_Color ("Color", Color) = ( 1, 1, 1, 1 )
_Color2 ("Color2", Color) = ( 1, 1, 1, 1 )
_InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
_OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
_DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0
_Angle ("Angle", Range(0, 360)) = 360
}
SubShader {
Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Off
Cull Back
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _Color;
uniform float _InnerDiameter;
uniform float _OuterDiameter;
uniform float _DistanceInMeters;
uniform float _Angle;
struct vertexInput
{
float4 vertex : POSITION;
};
struct fragmentInput
{
float4 position : SV_POSITION;
};
fragmentInput vert(vertexInput i)
{
// this i one circle scaleing based on distance
float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
float4 vert_out = float4(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters, 1.0);
fragmentInput o;
o.position = UnityObjectToClipPos (vert_out);
return o;
// this i only one circle with angle control
// fragmentInput o;
// float limit = - (_Angle-180)*0.0161111111;
// float3 vert_out = float3(0, 0, _DistanceInMeters);
// float a = - atan2( i.vertex.x , i.vertex.y );
// if(a >= limit)
// {
// float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
// vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
// o.position = UnityObjectToClipPos (vert_out);
// }
//return o;
}
fixed4 frag(fragmentInput i) : SV_Target
{
fixed4 ret = _Color;
return ret;
}
ENDCG
}
}
}