我在 Unity 中有一个用于虚线着色器的脚本,例如那个例子
问题是我想在每个圆圈周围制作一个黑色边框,而且我是使用着色器的新手。有人可以帮助我或教我吗?这是脚本,以防有人需要它:
Shader "Unlit/DottedLineShader"
{
Properties
{
_RepeatCount("Repeat Count", float) = 5
_Spacing("Spacing", float) = 0.5
_Offset("Offset", float) = 0
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _RepeatCount;
float _Spacing;
float _Offset;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR0;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv.x = (o.uv.x + _Offset) * _RepeatCount * (1.0f + _Spacing);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
i.uv.x = fmod(i.uv.x, 1.0f + _Spacing);
float r = length(i.uv - float2(1.0f + _Spacing, 1.0f) * 0.5f) * 2.0f;
fixed4 color = i.color;
color.a *= saturate((0.99f - r) * 100.0f);
return color;
}
ENDCG
}
}
}
您可以使用内置的平滑步函数来"裁剪"半径 (r( 的一部分并创建像素完美的抗锯齿边框;
// Values below must be between 0-1
float borderRadius = 0.5;
float borderSmoothness = 0.1;
color.rgb *= smoothstep(borderRadius - borderSmoothness, borderRadius, 1.0 - r);