///基于unity5.4.4的SpriteDefault Shader "Sprites/SpriteFilled" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 ///1:横向;2:纵向; _FillMethod ("FillMethod", Int) = 1 //1Method(1:从左到右显示;2:从右到左显示) //2Method(1:从下到上显示;2:从上到下显示) _FillOrigin ("FillOrigin", Int) = 1 _FillAmount ("FillAmount", Range(0,1)) = 1 _UVRect("UVRect", Vector) = (0, 0, 1, 1) } 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 vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; int _FillMethod; int _FillOrigin; fixed _FillAmount; float4 _UVRect; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA float2 normalizeUV =(uv - _UVRect.xy) / (_UVRect.zw - _UVRect.xy); if(1 == _FillMethod) { if(1 == _FillOrigin && normalizeUV.x>_FillAmount) { color.a *= 0.2; } else if(2 == _FillOrigin && normalizeUV.x<(1-_FillAmount)) { color.a *= 0.2; } } else if(2 == _FillMethod) { if(1 == _FillOrigin && normalizeUV.y>_FillAmount) { color.a *= 0.2; } else if(2 == _FillOrigin && normalizeUV.y<(1-_FillAmount)) { color.a *= 0.2; } } return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }