unity 抗锯齿圆形shader
时间: 2023-09-14 10:15:40 浏览: 49
以下是一个简单的Unity抗锯齿圆形Shader,它可以应用于任何圆形形状的游戏对象。这个Shader使用了两个Pass,第一个Pass将纹理设置为白色(1,1,1,1),并将alpha值设置为圆形的距离中心的距离。第二个Pass使用了一个简单的半透明材质,用于混合背景颜色和圆形的颜色。
Shader "Custom/AntiAliasedCircle" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Radius ("Radius", Range(0, 1)) = 0.5
_EdgeWidth ("Edge Width", Range(0, 0.1)) = 0.01
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Radius;
float _EdgeWidth;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 color = float4(1,1,1,1);
float2 center = float2(0.5,0.5);
float dist = distance(i.uv, center);
if (dist > _Radius - _EdgeWidth) {
color.a = 1 - ((dist - (_Radius - _EdgeWidth)) / _EdgeWidth);
}
return color;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Radius;
float _EdgeWidth;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 bg = i.uv.x > 0.5 ? float4(0,0,0,1) : float4(1,1,1,1);
float4 fg = tex2D(_MainTex, i.uv);
float4 color = lerp(bg, fg, fg.a);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}