使用unity shader画线,画圆

原文链接 : http://www.manew.com/thread-98632-1-1.html


基于unity 5.4.1, 因为部分的代码只有5.4.1的API里面有


Shader "Custom/Draw" 
{  
    Properties  
    {  
        _Point1("Point1",vector) = (100,100,0,0)  
        _Point2("Point2",vector) = (200,200,0,0)  
        _LP1("linePoint1",vector) = (300,100,0,0)  
        _LP2("linePoint2",vector) = (600,400,0,0)  
        _LineWidth("LineWidth",range(1,20)) = 2.0  
       
    }  
    SubShader  
    {  
        Pass  
        {  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
              
            #include "UnityCG.cginc"  
   
            struct appdata  
            {  
                float4 vertex : POSITION;  
            };  
   
            struct v2f  
            {  
                float4 vertex : SV_POSITION;  
            };  
            float4 _Point1;  
            float4 _Point2;  
            float4 _LP1;  
            float4 _LP2;  
            float _LineWidth;         
               
            v2f vert (appdata v)  
            {  
                v2f o;  
		//5.4.1以上的API才有的代码
                o.vertex = UnityObjectToClipPos(v.vertex);  
                return o;  
            }  
               
            fixed4 frag (v2f i) : SV_Target  
            {  
                //绘制圆形,此处半径使用了固定值1000和500,当然大家也可以把他们写成可调的参数  
                if( pow((i.vertex.x- _Point1.x ),2) + pow((i.vertex.y- _Point1.y ),2) <1000   )  
                {  
                    return fixed4(0,1,0,1);  
                }  
                if( pow((i.vertex.x- _Point2.x ),2) + pow((i.vertex.y- _Point2.y ),2) <500   )  
                {  
                    return fixed4(1,0,0,1);  
                }  
   
                //绘制直线上两点  
                if( pow((i.vertex.x- _LP1.x ),2) + pow((i.vertex.y- _LP1.y ),2) <100   )  
                {  
                    return fixed4(0,0,1,1);  
                }  
                if( pow((i.vertex.x- _LP2.x ),2) + pow((i.vertex.y- _LP2.y ),2) <100   )  
                {  
                    return fixed4(0,0,1,1);  
                }  
   
                //计算点到直线的距离  
                float d = abs((_LP2.y-_LP1.y)*i.vertex.x + (_LP1.x - _LP2.x)*i.vertex.y +_LP2.x*_LP1.y -_LP2.y*_LP1.x )/sqrt(pow(_LP2.y-_LP1.y,2) + pow(_LP1.x-_LP2.x,2));  
                //小于或者等于线宽的一半时,属于直线范围  
                if(d<=_LineWidth/2)  
                {  
                    return fixed4(0.8,0.2,0.5,1);  
                }  
   
                //绘制网格直线  
                if( (unsigned int)i.vertex.x% (unsigned int)(0.25*_ScreenParams.x)==0 )  
                {  
                    return fixed4(0,0,1,1);  
                }  
                if( (unsigned int)i.vertex.y% (unsigned int)(0.1*_ScreenParams.x)==0 )  
                {  
                    return fixed4(0,0,1,1);  
                }  
                //默认返回白色  
                return fixed4(1,1,1,1);  
   
            }  
            ENDCG  
        }  
    }  
}


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