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。
