Shader "Zhanyou/SkillWarningSectorBlend" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} // 扇形边线参数,四座标代表Cos,1f / Tan,直线sqrt(A ^ 2 + B ^ 2) _Edge("Edge", Vector) = (1, 0, 0, 0) _Scale("Scale", Float) = 1 _Size ("Size Ratio", Range(0, 1)) = 1 _EdgeHide("Edge Hide", Float) = 0.05 } Subshader { Tags{ "Queue" = "Transparent-2" } ZWrite Off Lighting Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; float4 color : COLOR; }; struct a2v { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; v2f vert(a2v v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.color = v.color; return o; } uniform sampler2D _MainTex; uniform float4 _TintColor; uniform half4 _Edge; uniform half _Scale; uniform half _Size; uniform half _EdgeHide; fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv - 0.5; if (dot(normalize(uv), float2(0, 1)) > _Edge.x) { uv.x = abs(uv.x); half dist = (uv.y - _Edge.y * uv.x) / _Edge.z; dist = dist * _Scale; if (dist < _EdgeHide) return fixed4(0, 0, 0, 0); half radius = distance(i.uv, float2(0.5, 0.5)); radius = max(0, radius * _Scale + (1 - _Scale * _Size) * 0.5); uv.x = 0.5; uv.y = radius + 0.5; fixed4 res = tex2D(_MainTex, uv); res *= _TintColor * i.color; res = min(res, fixed4(1, 1, 1, 1)); return res; } else return fixed4(0, 0, 0, 0); } ENDCG Pass { Stencil { Ref 1 Comp Equal } CGPROGRAM ENDCG } Pass { Stencil { Ref 1 Comp NotEqual } ZTest Always CGPROGRAM ENDCG } } }