Unity SpriteRender 实现Fill效果
MaHouFy:
Shader "Custom/SpriteFill"
{
Properties
{
_MainColor("Color",Color) = (1,0,0,1)
[PerRendererData] _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Angle("Angle",Range(0,360)) = 360
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma shader_feature _
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