Unity_Shader_用Shader绘制攻击范围的圆圈

借鉴点击打开链接  用Shader绘制攻击范围的圆圈,按自己的需求更改了Shader里面的代码


Shader "Custom/Circle" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Width("RoundWidth", float) = 0.03
}
 
SubShader {
Pass {
ZTest Off
ZWrite Off
ColorMask 0
}
 
Pass {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
 
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
 
struct v2f {
    float4 pos : SV_POSITION;
    float4 oPos : TEXCOORD1;
};
fixed4 _Color;
int _Width;
 
 
 
float4 _MainTex_ST;
    v2f vert (appdata_base v){
    v2f o;
    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    o.oPos = v.vertex;
    return o;
}
 
fixed4 frag(v2f i) : COLOR{
    float dis = sqrt(i.oPos.x * i.oPos.x + i.oPos.y * i.oPos.y);
    float maxDistance = 0.05;
    if(dis > 0.5){
        discard;
    }else{
        float ringWorldRange = _Object2World[0][0];
        float minDistance =(ringWorldRange * 0.43 - _Width)/ringWorldRange * 0.9;
        if(dis < minDistance){
            discard;
        }
    _Color.a = (dis - minDistance)/(1 - minDistance) * 0.9;
    }
    return _Color;
}

ENDCG
}
}
 
FallBack "Diffuse"
 



}



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