Unity Sprite fill amount Gage Shader

UnityFofum
https://forum.unity.com/threads/sprite-shader-cutoff-to-transparency.546996/

 

 

FillAmount는 Image에서만 지원하는 기능이고 Sprite에서는 사용할 수 없다!

편법으로 cutoutShader를 사용하여 게이지를 흉내내 만들 수 있다.

 

# 주의사항

Sprite를 9-Slice로 사용했을경우 늘린만큼 게이지가 워프해버리니 주의. 거의 못쓴다고 보면 됨.

 

아래의 gradient 텍스쳐를 사용하여 쉐이더의 cutout수치를 조정하는 것. 

텍스쳐만 바꿔주면 원형 게이지도 만들 수 있다.

 

 

 

 

 

 

투명버전

Shader "Sprites/DefaultCutoff"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
        _TransitionTex("Transition Texture", 2D) = "white" {}
        _Cutoff("Cutoff", Range(0, 1)) = 0
        [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    }

        SubShader
        {
            Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }

            Cull Off
            Lighting Off
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            //Blend One OneMinusSrcAlpha

            Pass
            {
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile _ PIXELSNAP_ON
                #include "UnityCG.cginc"

                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord  : TEXCOORD0;
                };

                fixed4 _Color;
                float _Cutoff;
                sampler2D _TransitionTex;

                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = UnityObjectToClipPos(IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.color = IN.color * _Color;
                    #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap(OUT.vertex);
                    #endif

                    return OUT;
                }

                sampler2D _MainTex;
                sampler2D _AlphaTex;
                float _AlphaSplitEnabled;

                fixed4 SampleSpriteTexture(float2 uv)
                {
                    fixed4 color = tex2D(_MainTex, uv);

    #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                    if (_AlphaSplitEnabled)
                        color.a = tex2D(_AlphaTex, uv).r;
    #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

                    return color;
                }

                fixed4 frag(v2f IN) : SV_Target
                {
                    fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
                    //c.rgb *= c.a;

                    fixed4 transit = tex2D(_TransitionTex, IN.texcoord);
                    if (transit.b > _Cutoff) 
                        c.a = 0;

                    return c;
                }
            ENDCG
            }
        }
}

 

불투명 버전

Shader "Sprites/DefaultCutoff"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
        _TransitionTex("Transition Texture", 2D) = "white" {}
        _Cutoff("Cutoff", Range(0, 1)) = 0
        [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    }

        SubShader
        {
            Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }

            Cull Off
            Lighting Off
            ZWrite Off
            //Blend SrcAlpha OneMinusSrcAlpha
            Blend One OneMinusSrcAlpha

            Pass
            {
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile _ PIXELSNAP_ON
                #include "UnityCG.cginc"

                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord  : TEXCOORD0;
                };

                fixed4 _Color;
                float _Cutoff;
                sampler2D _TransitionTex;

                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = UnityObjectToClipPos(IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.color = IN.color * _Color;
                    #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap(OUT.vertex);
                    #endif

                    return OUT;
                }

                sampler2D _MainTex;
                sampler2D _AlphaTex;
                float _AlphaSplitEnabled;

                fixed4 SampleSpriteTexture(float2 uv)
                {
                    fixed4 color = tex2D(_MainTex, uv);

    #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                    if (_AlphaSplitEnabled)
                        color.a = tex2D(_AlphaTex, uv).r;
    #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

                    return color;
                }

                fixed4 frag(v2f IN) : SV_Target
                {
                    fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
                    c.rgb *= c.a;

                    fixed4 transit = tex2D(_TransitionTex, IN.texcoord);
                    if (transit.b > _Cutoff) 
                        c.a = 0;

                    return c;
                }
            ENDCG
            }
        }
}

 

 

코드로 수치 변경시에는 아래와 같이 사용.

SpriteRenderer sprite;

public void SetFill(float amount)
{
	sprite.material.SetFloat("_Cutoff", amount);
}

 

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