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//绘制扇形
Shader "Custom/FanChart"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 0, 0, 1)
_StartAngle ("Start Angle", float) = 0
_EndAngle ("End Angle", float) = 60
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" }
LOD 100
Pass
{
Tags {"LightMode" = "ForwardBase"}
Blend SrcAlpha OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _StartAngle;
float _EndAngle;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//夹角
float includedAngle = _EndAngle - _StartAngle;
//角度转弧度
float x1 = UNITY_PI / 180 * _StartAngle;
float x2 = UNITY_PI / 180 * _EndAngle;
//定义起始向量
float2 p1 = float2(cos(x1), sin(x1));
//定义结束向量
float2 p2 = float2(cos(x2), sin(x2));
//纹理中心
fixed2 center = fixed2(0.5, 0.5);
//计算uv向量
fixed2 p = i.uv - center;
//计算p与p1的叉乘
float a = p.x* p1.y - p1.x * p.y;
//计算p与p2的叉乘
float b = p.x* p2.y - p2.x * p.y;
//通过叉乘结果判断p是否在p1与p2向量之间
//向量p1与p2之间的夹角分锐角与钝两种情况判断
if ((includedAngle < 180 && a < 0 && b > 0) || (includedAngle >= 180 && (a < 0 || b > 0)))
return fixed4(_Color.x, _Color.y, _Color.z, col.a);
return fixed4(0,0,0,0);
}
ENDCG
}
}
}