# 【多边形边缘虚化】
PolygonFadeShader.shader
Shader "Unlit/PolygonFadeShader"
{
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)
// 遍历半径
_FadeRange("FadeRange", Range(0, 0.2)) = 0.1
// 遍历的圈数,圈数越多,性能越差,渐变精确度越高
_ForRounds("ForRounds", Range(4, 20)) = 10
}
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 _FadeRange;
uniform float _ForRounds;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
// 检查UV点是否位于多边形内部,是返回1,否返回0
float checkInPolygon(float2 st)
{
int numIntersections = 0;
float2 p1 = _Point1.xy;
float2 p2 = _Point2.xy;
float2 p3 = _Point3.xy;
float2 p4 = _Point4.xy;
float2 p5 = _Point5.xy;
// 检查在多边形上的交点数量
numIntersections += (st.y > p1.y) != (st.y > p2.y) && (st.x < (p2.x - p1.x) * (st.y - p1.y) / (p2.y - p1.y) + p1.x) ? 1 : 0;
numIntersections += (st.y > p2.y) != (st.y > p3.y) && (st.x < (p3.x - p2.x) * (st.y - p2.y) / (p3.y - p2.y) + p2.x) ? 1 : 0;
numIntersections += (st.y > p3.y) != (st.y > p4.y) && (st.x < (p4.x - p3.x) * (st.y - p3.y) / (p4.y - p3.y) + p3.x) ? 1 : 0;
numIntersections += (st.y > p4.y) != (st.y > p5.y) && (st.x < (p5.x - p4.x) * (st.y - p4.y) / (p5.y - p4.y) + p4.x) ? 1 : 0;
numIntersections += (st.y > p5.y) != (st.y > p1.y) && (st.x < (p1.x - p5.x) * (st.y - p5.y) / (p1.y - p5.y) + p5.x) ? 1 : 0;
// 交点数为奇数时,为多边形内部
return numIntersections % 2 == 1 ? 1 : 0;
}
// 检查是否在边缘,根据距离 0~1的值
float checkInFade(float2 st)
{
float pi2 = 2 * 3.1415926;
// 单个检测小圆的直径
float singleDiameter = _FadeRange/_ForRounds;
float singleRadius = singleDiameter/2;// 单个检测小圆半径
float minDis = 999999;
float bi = 0;
int i = 0;
int j = 0;
int exit = 0;// 用于节省性能,找到最近的距离后,退出for循环
for(i = 0; i < _ForRounds;++i)
{
if(exit == 1){
break;
}
// 半径
float radius = i * singleDiameter + singleRadius;
// 周长
float perimeter = pi2 * radius;
// 当前圈拆分成的检测点数量
int count = ceil(perimeter/singleDiameter);
for(j = 0; j < count;++j)
{
// 角度
float angleInRadin = float(j)/count * pi2;
// 角度转坐标
float x = st.x + cos(angleInRadin) * radius;
float y = st.y + sin(angleInRadin) * radius;
float2 st2 = float2(x, y);
float check = checkInPolygon(st2);
if(check == 1)
{
float dis = distance(st, st2);
if(dis < minDis){
minDis = dis;
bi = 1 - dis/_FadeRange;
exit = 1;
break ;
}
}
}
}
return bi;
}
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 = checkInPolygon(i.uv);
if(result == 0){
result = checkInFade(i.uv);
}
return result;
}
ENDCG
}
}
}
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