• Unity Shader实现各种进度条


    1、圆形进度条shader

    Shader "ProgressBar360"
    {
        Properties
        {
            _BGTex("Background Texture",2D) = "white"{}
        //        [PerRendererData] 
                _MaskTex("Mask Texture", 2D) = "white" {}
                _Color("Tint", Color) = (1,1,1,1)
                _Angle("Angle", range(0,361)) = 360
                _Center("Center", vector) = (.5,.5,0,0)
                _Width("Width", float) = 1
    
                    //        [Toggle(CLOCK_WISE)]
    
                            _ColorMask("Color Mask", Float) = 15
    
                            _MaskDetail("Mask Detail",range(0,1)) = 0.3
        }
    
            SubShader
                {
                    Tags
                    {
                        "Queue" = "Transparent"
                        "IgnoreProjector" = "True"
                        "RenderType" = "Transparent"
                        "PreviewType" = "Plane"
                        "CanUseSpriteAtlas" = "True"
                    }
    
    
                    Cull Off
                    Lighting Off
                    ZWrite Off
                    ZTest[unity_GUIZTestMode]
                    Blend SrcAlpha OneMinusSrcAlpha
                    ColorMask[_ColorMask]
    
                    Pass
                    {
                        CGPROGRAM
                            #pragma vertex vert
                            #pragma fragment frag
                            #pragma shader_feature CLOCK_WISE
    
                            #include "UnityCG.cginc"
    
                            float _Angle;
                            float4 _Center;
    
                            half _Width;
    
                            struct appdata_t
                            {
                                float4 vertex   : POSITION;
                                float4 color    : COLOR;
                                float2 texcoord : TEXCOORD0;
                            };
    
                            struct v2f
                            {
                                float4 vertex   : SV_POSITION;
                                fixed4 color : COLOR;
                                half2 mask_uv  : TEXCOORD0;
                                half2 bg_uv        :TEXCOORD1;
                            };
    
                            fixed4 _Color;
    
    
                            bool _UseClipRect;
                            float4 _ClipRect;
    
                            bool _UseAlphaClip;
    
                            fixed _MaskDetail;
    
                            sampler2D _MaskTex;
                            sampler2D _BGTex;
    
                            float4 _MaskTex_ST;
                            float4 _BGTex_ST;
    
                            v2f vert(appdata_t IN)
                            {
                                v2f OUT;
                                OUT.vertex = UnityObjectToClipPos(IN.vertex);
    
                                OUT.mask_uv = TRANSFORM_TEX(IN.texcoord,_MaskTex);
                                OUT.bg_uv = TRANSFORM_TEX(IN.texcoord,_BGTex);
    
                                OUT.color = IN.color * _Color;
                                return OUT;
                            }
    
    
    
                            fixed4 frag(v2f IN) : SV_Target
                            {
                                half4 color = tex2D(_MaskTex, IN.mask_uv)* IN.color;
                                float2 pos = IN.mask_uv.xy - _Center.xy;
    
    
                                float ang = degrees(atan2(pos.x, -pos.y)) + 180;
                                color.a = color.a * saturate((ang - _Angle) / _Width);
    
    
                                half4 bgcolor = tex2D(_BGTex, IN.bg_uv) * IN.color;
                                float mask_a = step(_MaskDetail,color.a);//如果color.a大于0.01,返回1,小于0.01返回0,用于代替if ,判断是否透明
                                color = mask_a * color + (1 - mask_a)*bgcolor;//如果透明显示背景图,如果不透明显示遮罩图
    
    
                                return color;
                            }
                        ENDCG
                     }
                }
    }

    2、条形进度条shader

    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    
    Shader "UI/ProgressBar"
    {
        Properties
        {
             _BgTex("Background Texture", 2D) = "white" {}
            _ProgressTex("Progress Texture",2D) = "gray"{}
    
            _ProgressValue("Progress Value",Range(0,1))=0.3
    
            _Color("Tint", Color) = (1,1,1,1)
    
            _StencilComp("Stencil Comparison", Float) = 8
            _Stencil("Stencil ID", Float) = 0
            _StencilOp("Stencil Operation", Float) = 0
            _StencilWriteMask("Stencil Write Mask", Float) = 255
            _StencilReadMask("Stencil Read Mask", Float) = 255
    
            _ColorMask("Color Mask", Float) = 15
    
            [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
        }
    
            SubShader
            {
                Tags
                {
                    "Queue" = "Transparent"
                    "IgnoreProjector" = "True"
                    "RenderType" = "Transparent"
                    "PreviewType" = "Plane"
                    "CanUseSpriteAtlas" = "True"
                }
    
                Stencil
                {
                    Ref[_Stencil]
                    Comp[_StencilComp]
                    Pass[_StencilOp]
                    ReadMask[_StencilReadMask]
                    WriteMask[_StencilWriteMask]
                }
    
                Cull Off
                Lighting Off
                ZWrite Off
                ZTest[unity_GUIZTestMode]
                Blend SrcAlpha OneMinusSrcAlpha
                ColorMask[_ColorMask]
    
                Pass
                {
                    Name "Default"
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
                    #pragma target 2.0
    
                    #include "UnityCG.cginc"
                    #include "UnityUI.cginc"
    
                    #pragma multi_compile __ UNITY_UI_CLIP_RECT
                    #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                    struct appdata_t
                    {
                        float4 vertex   : POSITION;
                        float4 color    : COLOR;
                        float2 texcoord : TEXCOORD0;
                        UNITY_VERTEX_INPUT_INSTANCE_ID
                    };
    
                    struct v2f
                    {
                        float4 vertex   : SV_POSITION;
                        fixed4 color : COLOR;
                        float2 texcoord  : TEXCOORD0;
                        float4 worldPosition : TEXCOORD1;
                        UNITY_VERTEX_OUTPUT_STEREO
                    };
    
                    fixed4 _Color;
                    fixed4 _TextureSampleAdd;
                    float4 _ClipRect;
    
                    v2f vert(appdata_t v)
                    {
                        v2f OUT;
                        UNITY_SETUP_INSTANCE_ID(v);
                        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                        OUT.worldPosition = v.vertex;
                        OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                        OUT.texcoord = v.texcoord;
    
                        OUT.color = v.color * _Color;
                        return OUT;
                    }
    
                    sampler2D _BgTex;
                    sampler2D _ProgressTex;
                    half _ProgressValue;
    
                    fixed4 frag(v2f IN) : SV_Target
                    {
                        half mask = step(_ProgressValue,IN.texcoord.y);//如果IN.texcoord.y大于_ProgressValue,返回1,小于0.01返回0,用于代替if ,判断是否透明
    
                        half4 color = (tex2D(_BgTex, IN.texcoord)*mask+ tex2D(_ProgressTex, IN.texcoord)*(1-mask) + _TextureSampleAdd) * IN.color;
    
                        #ifdef UNITY_UI_CLIP_RECT
                        color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                        #endif
    
                        #ifdef UNITY_UI_ALPHACLIP
                        clip(color.a - 0.001);
                        #endif
    
                        return color;
                    }
                ENDCG
                }
            }
    }

    3、通过修改UV坐标实现无限进度条

    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    
    Shader "UI/Default"
    {
        Properties
        {
            [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    
            _ScrollX("Base layer Scroll Speed",Float) = 1.0   // 滚动速度
    
            _Color("Tint", Color) = (1,1,1,1)
    
            _StencilComp("Stencil Comparison", Float) = 8
            _Stencil("Stencil ID", Float) = 0
            _StencilOp("Stencil Operation", Float) = 0
            _StencilWriteMask("Stencil Write Mask", Float) = 255
            _StencilReadMask("Stencil Read Mask", Float) = 255
    
            _ColorMask("Color Mask", Float) = 15
    
    
    
            [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
        }
    
            SubShader
            {
                Tags
                {
                    "Queue" = "Transparent"
                    "IgnoreProjector" = "True"
                    "RenderType" = "Transparent"
                    "PreviewType" = "Plane"
                    "CanUseSpriteAtlas" = "True"
                }
    
                Stencil
                {
                    Ref[_Stencil]
                    Comp[_StencilComp]
                    Pass[_StencilOp]
                    ReadMask[_StencilReadMask]
                    WriteMask[_StencilWriteMask]
                }
    
                Cull Off
                Lighting Off
                ZWrite Off
                ZTest[unity_GUIZTestMode]
                Blend SrcAlpha OneMinusSrcAlpha
                ColorMask[_ColorMask]
    
                Pass
                {
                    Name "Default"
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
                    #pragma target 2.0
    
                    #include "UnityCG.cginc"
                    #include "UnityUI.cginc"
    
                    #pragma multi_compile __ UNITY_UI_CLIP_RECT
                    #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                    struct appdata_t
                    {
                        float4 vertex   : POSITION;
                        float4 color    : COLOR;
                        float2 texcoord : TEXCOORD0;
                        UNITY_VERTEX_INPUT_INSTANCE_ID
                    };
    
                    struct v2f
                    {
                        float4 vertex   : SV_POSITION;
                        fixed4 color : COLOR;
                        float2 texcoord  : TEXCOORD0;
                        float4 worldPosition : TEXCOORD1;
                        UNITY_VERTEX_OUTPUT_STEREO
                    };
    
                    fixed4 _Color;
                    fixed4 _TextureSampleAdd;
                    float4 _ClipRect;
    
                    float _ScrollX;
    
                    v2f vert(appdata_t v)
                    {
                        v2f OUT;
                        UNITY_SETUP_INSTANCE_ID(v);
                        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                        OUT.worldPosition = v.vertex;
                        OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                        OUT.texcoord = v.texcoord+ frac(float2 (_ScrollX, 0.0) * _Time.y);//延X轴移动
    
                        OUT.color = v.color * _Color;
                        return OUT;
                    }
    
                    sampler2D _MainTex;
    
                    fixed4 frag(v2f IN) : SV_Target
                    {
                        half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
    
                        #ifdef UNITY_UI_CLIP_RECT
                        color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                        #endif
    
                        #ifdef UNITY_UI_ALPHACLIP
                        clip(color.a - 0.001);
                        #endif
    
                        return color;
                    }
                ENDCG
                }
            }
    }

    注意:

    1、UI sprite 一定要收尾呼应,不然就会出现上图那样断层的现象。

    2、将sprite的wrap mode修改为repeat,循环显示,默认的是clamp则导致uv只播一次

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  • 原文地址:https://www.cnblogs.com/Jason-c/p/8967080.html
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