Unity Shader实现各种进度条
1、圆形进度条shader
Shader "ProgressBar360"
{
Properties
{
_BGTex("Background Texture",2D) = "white"{}
// [PerRendererData]
_MaskTex("Mask Texture", 2D) = "white" {}
_Color("Tint", Color) = (,,,)
_Angle("Angle", range(,)) =
_Center("Center", vector) = (.,.,,)
_Width("Width", float) = // [Toggle(CLOCK_WISE)] _ColorMask("Color Mask", Float) = _MaskDetail("Mask Detail",range(,)) = 0.3
} SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
} Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask] Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature CLOCK_WISE #include "UnityCG.cginc" float _Angle;
float4 _Center; half _Width; struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
}; struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 mask_uv : TEXCOORD0;
half2 bg_uv :TEXCOORD1;
}; fixed4 _Color; bool _UseClipRect;
float4 _ClipRect; bool _UseAlphaClip; fixed _MaskDetail; sampler2D _MaskTex;
sampler2D _BGTex; float4 _MaskTex_ST;
float4 _BGTex_ST; v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.mask_uv = TRANSFORM_TEX(IN.texcoord,_MaskTex);
OUT.bg_uv = TRANSFORM_TEX(IN.texcoord,_BGTex); OUT.color = IN.color * _Color;
return OUT;
} fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MaskTex, IN.mask_uv)* IN.color;
float2 pos = IN.mask_uv.xy - _Center.xy; float ang = degrees(atan2(pos.x, -pos.y)) + ;
color.a = color.a * saturate((ang - _Angle) / _Width); half4 bgcolor = tex2D(_BGTex, IN.bg_uv) * IN.color;
float mask_a = step(_MaskDetail,color.a);//如果color.a大于0.01,返回1,小于0.01返回0,用于代替if ,判断是否透明
color = mask_a * color + ( - mask_a)*bgcolor;//如果透明显示背景图,如果不透明显示遮罩图 return color;
}
ENDCG
}
}
}

2、条形进度条shader
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/ProgressBar"
{
Properties
{
_BgTex("Background Texture", 2D) = "white" {}
_ProgressTex("Progress Texture",2D) = "gray"{} _ProgressValue("Progress Value",Range(,))=0.3 _Color("Tint", Color) = (,,,) _StencilComp("Stencil Comparison", Float) =
_Stencil("Stencil ID", Float) =
_StencilOp("Stencil Operation", Float) =
_StencilWriteMask("Stencil Write Mask", Float) =
_StencilReadMask("Stencil Read Mask", Float) = _ColorMask("Color Mask", Float) = [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) =
} 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_CLIP_RECT
#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; v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord; OUT.color = v.color * _Color;
return OUT;
} sampler2D _BgTex;
sampler2D _ProgressTex;
half _ProgressValue; fixed4 frag(v2f IN) : SV_Target
{
half mask = step(_ProgressValue,IN.texcoord.y);//如果IN.texcoord.y大于_ProgressValue,返回1,小于0.01返回0,用于代替if ,判断是否透明 half4 color = (tex2D(_BgTex, IN.texcoord)*mask+ tex2D(_ProgressTex, IN.texcoord)*(-mask) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif #ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif return color;
}
ENDCG
}
}
}

3、通过修改UV坐标实现无限进度条
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/Default"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _ScrollX("Base layer Scroll Speed",Float) = 1.0 // 滚动速度 _Color("Tint", Color) = (,,,) _StencilComp("Stencil Comparison", Float) =
_Stencil("Stencil ID", Float) =
_StencilOp("Stencil Operation", Float) =
_StencilWriteMask("Stencil Write Mask", Float) =
_StencilReadMask("Stencil Read Mask", Float) = _ColorMask("Color Mask", Float) = [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) =
} 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_CLIP_RECT
#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; float _ScrollX; v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord+ frac(float2 (_ScrollX, 0.0) * _Time.y);//延X轴移动 OUT.color = v.color * _Color;
return OUT;
} sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif #ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif return color;
}
ENDCG
}
}
}

注意:
1、UI sprite 一定要收尾呼应,不然就会出现上图那样断层的现象。
2、将sprite的wrap mode修改为repeat,循环显示,默认的是clamp则导致uv只播一次

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