using UnityEngine; using UnityEngine.UI; public class Script_05_11 : MonoBehaviour { //需要聚合的对象(例子中的Unity图标) public Image target; //Canvas对象 public Canvas canvas; private Vector4 m_Center; private Material m_Material; private float m_Diameter; // 直径 private float m_Current =0f; Vector3[] corners = new Vector3[4]; void Awake () { target.rectTransform.GetWorldCorners (corners); //计算四个角的坐标 左下 左上 右上 右下 m_Diameter = Vector2.Distance (WordToCanvasPos(canvas,corners [0]), WordToCanvasPos(canvas,corners [2])) / 2f; float x =corners [0].x + ((corners [3].x - corners [0].x) / 2f); float y =corners [0].y + ((corners [1].y - corners [0].y) / 2f); Vector3 center = new Vector3 (x, y, 0f); Vector2 position = Vector2.zero; //坐标转换到相对canvas下的局部坐标 RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, center, canvas.GetComponent<Camera>(), out position); center = new Vector4 (position.x,position.y,0f,0f); m_Material = GetComponent<Image>().material; m_Material.SetVector ("_Center", center); (canvas.transform as RectTransform).GetWorldCorners (corners); for (int i = 0; i < corners.Length; i++) { m_Current = Mathf.Max(Vector3.Distance (WordToCanvasPos(canvas,corners [i]), center),m_Current); } m_Material.SetFloat ("_Silder", m_Current); } float yVelocity = 0f; void Update () { float value = Mathf.SmoothDamp(m_Current, m_Diameter, ref yVelocity, 0.3f); if (!Mathf.Approximately (value, m_Current)) {//两个数是否相近 m_Current = value; m_Material.SetFloat ("_Silder", m_Current); } } void OnGUI(){ if(GUILayout.Button("Test")){ Awake (); } } Vector2 WordToCanvasPos(Canvas canvas,Vector3 world){ Vector2 position = Vector2.zero; RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, world, canvas.GetComponent<Camera>(), out position); return position; } }
Shader "UI/Default_Mask" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 //-------------------add---------------------- _Center("Center", vector) = (0, 0, 0, 0) _Silder ("_Silder", Range (0,1000)) = 1000 // sliders //-------------------add---------------------- } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; //-------------------add---------------------- float _Silder; float2 _Center; //-------------------add---------------------- v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif //-------------------add---------------------- color.a*=(distance(IN.worldPosition.xy,_Center.xy) > _Silder); color.rgb*= color.a; //-------------------add---------------------- return color; } ENDCG } } }
将所有的坐标都转换到相对于Canvas父物体下的局部坐标,统一在同一个坐标系中计算距离。计算目标焦点的直径和中心点等,根据距离修改遮罩的透明度。