• [斜边的血条进度]


    Shader "Sprites/SpriteShader"
    {
    Properties
    {
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    _Color("Tint", Color) = (1,1,1,1)
    _FillAmount("进度",Range(0,1))=1
    _Angle("斜率",Range(0,1))=1
    [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    }

    SubShader
    {
    Tags
    {
    "Queue" = "Transparent"
    "IgnoreProjector" = "True"
    "RenderType" = "Transparent"
    "PreviewType" = "Plane"
    "CanUseSpriteAtlas" = "True"
    }

    Cull Off
    Lighting Off
    ZTest Always
    ZWrite Off
    Fog{ Mode Off }
    Blend One OneMinusSrcAlpha

    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma multi_compile DUMMY PIXELSNAP_ON
    #include "UnityCG.cginc"

    struct appdata_t
    {
    float4 vertex : POSITION;
    float4 color : COLOR;
    float2 texcoord : TEXCOORD0;
    };

    struct v2f
    {
    float4 vertex : SV_POSITION;
    fixed4 color : COLOR;
    half2 texcoord : TEXCOORD0;
    };

    fixed4 _Color;
    float _FillAmount;
    float _Angle;

    v2f vert(appdata_t IN)
    {
    v2f OUT;
    OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
    OUT.texcoord = IN.texcoord;
    OUT.color = IN.color * _Color;
    #ifdef PIXELSNAP_ON
    OUT.vertex = UnityPixelSnap(OUT.vertex);
    #endif

    return OUT;
    }

    sampler2D _MainTex;

    fixed4 frag(v2f IN) : SV_Target
    {
    float2 uv = IN.texcoord;
    fixed4 c = tex2D(_MainTex, uv) * IN.color;
    c.rgb *= c.a;
    float fill = _FillAmount+uv.y*_Angle;
    clip(fill - uv.x);
    return c;
    }
    ENDCG
    }
    }
    }

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  • 原文地址:https://www.cnblogs.com/cocotang/p/11866948.html
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