本文实例为大家分享了OpenGL Shader实例,等待标识,不过效率估计不是很高。结果如下:
代码:
代码语言:javascript复制Shader "stalendp/waitIcons" {
CGINCLUDE
#include "UnityCG.cginc"
#pragma target 3.0
struct v2f {
float4 pos:SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
fixed calcDot(fixed a, fixed ca, fixed2 uv) {
a /= 57.295779513;
ca /= 57.295779513;
fixed tt = 180/57.295779513;
uv = (fixed2(cos(a), sin(a)) * 0.2 uv)*10;
fixed adit = tt*2*step(tt, a-ca);
fixed r = 1-step(ca adit, a);
r *= lerp(0.2, -1, saturate((ca-a adit)/25))*2;
return smoothstep(r-0.2, r, length(uv.xy));
}
fixed4 frag(v2f input) : COLOR0 {
float2 uv = input.uv.xy - float2(0.5);
float rx = fmod(uv.x, 0.4);
float ry = fmod(uv.y, 0.4);
float mx = step(0.4, abs(uv.x));
float my = step(0.4, abs(uv.y));
float alpha = 1- mx*my*step(0.1, length(half2(rx,ry)));
alpha*=0.9;
fixed4 foreColor = fixed4(1);
fixed4 bgColor = fixed4(fixed3(0.4),alpha);
fixed4 result = bgColor;
fixed ca = fmod(_Time.y, 2)*180;
bgColor = lerp(foreColor, bgColor, calcDot(0, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(30, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(60, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(90, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(120, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(150, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(180, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(210, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(240, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(270, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(300, ca, uv));
bgColor = lerp(foreColor, bgColor, calcDot(330, ca, uv));
return bgColor;
}
ENDCG
SubShader {
LOD 200
Tags {"Queue" = "Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
以上就是本文的全部内容,希望对大家的学习有所帮助。