因项目要求,希望将文字进行标题那样的弧线排列,如下图:
对FaryGUI的文字Shader进行了一些修改,基本达到要求,shader设置如下:
shader代码如下:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Text-HM"
{
Properties
{
_MainTex ("Alpha (A)", 2D) = "white" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
_Angel("角度",Float)=45
_Radius("半径",Float)=1
_TestWidth("宽度",Float)=192
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend [_BlendSrcFactor] [_BlendDstFactor]
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_GRAYED GRAYED
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
float4 vertexTest:TEXCOORD2;
};
sampler2D _MainTex;
CBUFFER_START(UnityPerMaterial)
float _Angel;
float _Radius;
float _TestWidth;
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
v2f vert (appdata_t v)
{
v2f o;
o.vertexTest.x=v.vertex.x;
o.vertexTest.y=v.vertex.y;
o.vertexTest.z=v.vertex.z;
//根据x算y偏移
float oJiao=_Angel*min(abs((v.vertex.x-_TestWidth/2)/(_TestWidth/2) ),1);
float a_angel=(180-oJiao)/2;
float cab=90-a_angel;
float ab=2*_Radius*sin(oJiao/2*UNITY_PI / 180.0);
float cb=sin(cab*UNITY_PI / 180.0)*ab;
//根据y算x偏移
float ruiAngel=(90-a_angel);
float ad=(abs(v.vertex.y))/cos(ruiAngel*UNITY_PI / 180.0);
float ed=sin(ruiAngel*UNITY_PI / 180.0)*ad;
//倾斜偏移
float edAngel=90-(180-ruiAngel)/2;
float ef=cos(edAngel*UNITY_PI/180.0)*ed;
float fq=ef*(sin(edAngel*UNITY_PI/180.0));
float eq=ef*(cos(edAngel*UNITY_PI/180.0));
if(v.vertex.x>_TestWidth/2)
{
v.vertex.x-=ed+eq;
}
else
{
v.vertex.x+=ed+eq;
}
v.vertex.y-=(cb);
v.vertex.y+=fq*min(abs((v.vertex.x-_TestWidth/2)/(_TestWidth/2) ),1);
//
// o.vertexTest.x=oJiao;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
// #ifdef CLIPPED
// o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
// #endif
//
// #ifdef SOFT_CLIPPED
// o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
// #endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// float a=-i.vertexTest.y/39.0;
// return fixed4(a,a,a,1);
fixed4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a;
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
return col;
}
ENDCG
}
}
}