unity---spriteRender进度条
Posted 格拉格拉
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1.create---shader
Shader "Custom/SpriteFill"
Properties
_MainColor("Color",Color) = (1,0,0,1)
[PerRendererData] _MainTex("Base (RGB) Trans (A)", 2D) = "white"
_Angle("Angle",Range(0,360)) = 360
SubShader
Tags
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma shader_feature _CLOCKWISE_ON
#include "UnityCG.cginc"
struct appdata_t
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
;
struct v2f
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert(appdata_t v)
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
half _Angle;
fixed _Gradient;
fixed4 frag(v2f i) : SV_Target
fixed4 col = tex2D(_MainTex, i.texcoord);
half2 cuv = i.texcoord - half2(0.5, 0.5);;
half2 luv = half2(1, 0);
half2 s = cuv.x * luv.y - luv.x * cuv.y;
half2 c = cuv.x * luv.x + cuv.y * luv.y;
half2 angle = 0;
#if _CLOCKWISE_ON
angle = atan2(s, c) * (180 / 3.1416);
#else
angle = atan2(s, -c) * (180 / 3.1416);
#endif
angle += step(0, cuv.y) * 360;
clip(_Angle - angle);
return col * _MainColor;
ENDCG
2.create -- Material ---将默认的Shader替换成上面的shader
3.将这个Material赋值给要使用这个shader进度条的SpriteRenderer
4.程序里取到这个spriteRender:
SpriteRenderer sp_render;
//注意类型与变量name
sp_render.material.SetFloat("_Angle", (float)time/maxTime*360);
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