Unity 2D SpriteRenderer filled Shader实现

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Unity 2D SpriteRenderer filled Shader实现

2023-09-13 22:16| 来源: 网络整理| 查看: 265

最近遇到个需求需要将2D图片SpriteRenderer支持类似UGUI的Image Filled填充功能,搜了下百度居然搜不到(=_=),然后就自己研究了下Shader,下边直接上代码

目前只支持水平和垂直方向的fill填充,暂时不需要角度填充,所以这里就懒得加了,后面有机会补上角度填充功能

Shader "Sprite/Filled" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 _Color ("Tint", Color) = (1,1,1,1) [Enum(Horizontal, 0, Vertical, 1)]_FillType ("FillType", Float) = 0 _FillAmount ("FillAmount", Range(0,1)) = 1 [Toggle]_FillFlip ("FillFlip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex SpriteVert // #pragma fragment SpriteFrag #pragma fragment Frag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile_local _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnitySprites.cginc" float _FillType; fixed _FillAmount; fixed _FillFlip; fixed4 Frag(v2f IN) : SV_Target { fixed4 col = SampleSpriteTexture (IN.texcoord) * IN.color; //计算fill float uvValue = lerp(IN.texcoord.x, IN.texcoord.y, sign(saturate(_FillType))); float fValue1 = lerp(uvValue, _FillAmount, sign(saturate(_FillFlip))); float fValue2 = lerp(_FillAmount, uvValue, sign(saturate(_FillFlip))); col.a *= step(fValue1, fValue2); //end col.rgb *= col.a; return col; } ENDCG } } }

Inspector面板视图

inspector

C#调用

/// /// SetSpriteRendererFill /// /// /// 0-1 /// 0 or 1 (0:Horizaontal, 1:Vertical) /// 翻转 0 or 1 public static void SetSpriteRendererFill(GameObject obj, float fillAmount, float fillType = 0, float fillFlip = 0) { SpriteRenderer sr = obj.GetComponent(); if (sr == null) return; Material mat = sr.material; if (mat == null || mat.name != "SpriteToFilled") return; fillType = Mathf.Clamp01(fillType); fillAmount = Mathf.Clamp01(fillAmount); mat.SetFloat("_FillType", fillType); mat.SetFloat("_FillAmount", fillAmount); mat.SetFloat("_FillFlip", fillFlip); }


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