//游标卡尺 Shader "JC/UI/VernierCaliper" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 _rectWidth("Rect Width", Float) = 5 _rectHeight("Rect Height", Float) = 5 _LineWidth("Line Width", Float) = 5 _LineSpace("Line Space", Float) = 10 _LineHeight("Line Height", Float) = 50 _LineColor("Line Color", Color) = (0,0,0,1) } 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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _rectWidth; float _rectHeight; float _LineWidth; float _LineSpace; float _LineHeight; fixed4 _LineColor; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif float lw = _LineWidth; float lh = _LineHeight; float ls = _LineSpace; float x = IN.texcoord.x * _rectWidth; float y = IN.texcoord.y * _rectHeight; float c = x % (lw + ls); if (c <= lw) { float v = x / (lw + ls); bool c1 = v % 10 < 1 && y < lh; //10刻度 bool c2 = v % 5 < 1 && y < lh * 0.6; //5刻度 bool c3 = y < lh * 0.4; //1刻度 if (c1 || c2 || c3) color.rgb = _LineColor.rgb; else color.a = 0; } else color.a = 0; return color; } ENDCG } } }