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71 行
1.9 KiB

Shader "UI/Loading"
{
Properties
{
_MainTex("_MainTex", 2D) = "white" {}
_Color ("Color", Color) = (1.0,1.0,1.0,1.0)
_Exponent ("Exponent", Float) = 1.0
_Radius ("Radius", Range(0.0,1.0)) = 0.8
_Width ("Width", Range(0.0,1.0)) = 0.2
_Smooth ("Smooth", Range(0.0,0.2)) = 0.02
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Color;
float _Exponent;
float _Radius;
float _Width;
float _Smooth;
fixed4 frag (v2f i) : SV_Target
{
i.uv -= 0.5;
float2 polar = float2(distance(float2(0,0),i.uv.xy), atan2(i.uv.y, i.uv.x)) * float2(2.0, 0.50 / UNITY_PI) + float2(0, 0.5);
float minCircle = _Radius - (_Width / 2);
float maxCircle = _Radius + (_Width / 2);
float circle = smoothstep(minCircle - _Smooth, minCircle + _Smooth, polar.x) * (1.0 - smoothstep(maxCircle - _Smooth, maxCircle + _Smooth, polar.x));
float spin = pow(1.0 - frac(polar.y + _Time.y), _Exponent);
_Color.a *= circle * spin;
return _Color;
}
ENDCG
}
}
}