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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 } } }