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129 lines
2.6 KiB

///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
}
}
}