Shader "Custom/trackLineShader"
{
Properties
{
_Color1("Color1",Color) = (1,1,1,1)
_Color2("Color2",Color) = (1,1,1,1)
_Dist("Dist", Range(0, 10)) = 1
_Center_X("Center_X", Range(0, 150)) = 0
_Center_Y("Center_Y", Range(0, 150)) = 0
_Center_Z("Center_Z", Range(0, 150)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 modalPos :TEXCOORD1;
};
fixed4 _Color1;
fixed4 _Color2;
float _Dist;
float _Center_X;
float _Center_Y;
float _Center_Z;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.modalPos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = _Color1;
float3 cent = float3(_Center_X, _Center_Y, _Center_Z);//靶子中心世界坐标,由外部赋值
float3 pt = mul(i.modalPos, (float3x3)unity_ObjectToWorld);//将模型坐标换到世界坐标
float dist = distance(pt, cent);
if (dist > _Dist) {
col = _Color2;
}
return col;
}
ENDCG
}
}
}
坐标在外部赋值
mat.SetFloat("_Center_X", center.position.x);
mat.SetFloat("_Center_Y", center.position.y);
mat.SetFloat("_Center_Z", center.position.z);