# 【多边形描边】
根据若干个坐标点,生成多边形描边。
PolygonEdgeShader.shader
Shader "Unlit/PolygonEdgeShader"
{
Properties
{
_Point1 ("Point1", Vector) = (0.5,0.319336,0,0)
_Point2 ("Point2", Vector) = (0.691406,0.457031,0,0)
_Point3 ("Point3", Vector) = (0.618164,0.679688,0,0)
_Point4 ("Point4", Vector) = (0.380859,0.679688,0,0)
_Point5 ("Point5", Vector) = (0.308594,0.457031,0,0)
_Edge("Edge", Range(0,0.1)) = 0.0042
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _Point1;
uniform float4 _Point2;
uniform float4 _Point3;
uniform float4 _Point4;
uniform float4 _Point5;
uniform float _Edge;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
// p0 点的位置
// startPoint 线段开始点坐标
// endPoint 线段结束点坐标
float getDistance(float2 p0, float2 startPoint, float2 endPoint)
{
float2 lineDir = normalize(endPoint - startPoint); //线段的方向向量
float2 p0ToStart = p0 - startPoint; // p0到起始点的向量
// 计算垂直于线段方向向量的向量
float2 perpendicularVector = float2(-lineDir.y, lineDir.x);
// 计算距离
float distance = abs(dot(p0ToStart, perpendicularVector));
return distance;
}
// 检查UV点是否位于多边形描边部分,是返回1,否返回0
float checkIsPolygonEdge(float2 st)
{
float2 p1 = _Point1.xy;
float2 p2 = _Point2.xy;
float2 p3 = _Point3.xy;
float2 p4 = _Point4.xy;
float2 p5 = _Point5.xy;
float edge = _Edge;
float d1 = getDistance(st, p1,p2);
float d2 = getDistance(st, p2,p3);
float d3 = getDistance(st, p3,p4);
float d4 = getDistance(st, p4,p5);
float d5 = getDistance(st, p5,p1);
if(d1 < edge){
float d1len = distance(p1,p2);
float max1len = max(distance(p1,st),distance(p2,st));
if(max1len < d1len)
{
return 1;
}
}
if(d2 < edge){
float d2len = distance(p2,p3);
float max2len = max(distance(p2,st),distance(p3,st));
if(max2len < d2len)
{
return 1;
}
}
if(d3 < edge){
float d3len = distance(p3,p4);
float max3len = max(distance(p3,st),distance(p4,st));
if(max3len < d3len)
{
return 1;
}
}
if(d4 < edge){
float d4len = distance(p4,p5);
float max4len = max(distance(p4,st),distance(p5,st));
if(max4len < d4len)
{
return 1;
}
}
if(d5 < edge){
float d5len = distance(p5,p1);
float max5len = max(distance(p5,st),distance(p1,st));
if(max5len < d5len)
{
return 1;
}
}
return 0;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float result = checkIsPolygonEdge(i.uv);
return result;
}
ENDCG
}
}
}