
Unity3D Shader系列之圆环
效果如下。
很简单,核心代码就下面这两句。原理就是通过计算当前uv与图片中心的距离是否在内环(_InnerRadius)和外圆(_OuterRadius)之间,若是,则将透明度置为1,若不是,则将透明度置为0。
fixed dis = distance(IN.texcoord, fixed2(0.5, 0.5));
color.a = step(_InnerRadius, dis) * step(dis, _OuterRadius);
代码中没有使用if…else…来判断,而是使用了两个step方法,这有助于提升性能。
// 这段代码没有上面使用step的方式效率高
fixed dis = distance(IN.texcoord, fixed2(0.5, 0.5));
if(dis >= _InnerRadius && dis <= _OuterRadius)
{
color.a = 1.0;
}
else
{
color.a = 0;
}
至于为什么step比If…else效率更高,可参考这两篇文章。
《Unity Shader: 优化GPU代码–用step()代替if else等条件语句》
《深入GPU硬件架构及运行机制》
完整代码如下。
新建个材质,材质指定该shader,然后将材质球拖拽到image上面,效果就显示出来了。
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Custom/UI/Circle"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_OuterRadius ("Outer Radius", Range(0, 0.5)) = 0.5
_InnerRadius ("Inner Radius", Range(0, 0.5)) = 0.2
_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_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ 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
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
fixed _OuterRadius;
fixed _InnerRadius;
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 = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
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
fixed dis = distance(IN.texcoord, fixed2(0.5, 0.5));
color.a = step(_InnerRadius, dis) * step(dis, _OuterRadius);
return color;
}
ENDCG
}
}
}