Shader "Rokid/RayShader" { Properties { _Color ("Tint", Color) = (1.000000, 1.000000, 1.000000, 1.000000) _Length ("RayLength", Float) = 1 _AlphaPow ("Ray Alpha Pow", Float) = 1 [ToggleOff] _IsPress ("Pointer Press", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { ZWrite OFF Blend SrcAlpha OneMinusSrcColor CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex: POSITION; float2 uv: TEXCOORD0; }; struct v2f { float2 uv: TEXCOORD0; float4 vertex: SV_POSITION; }; fixed4 _Color; float _Length; float _IsPress; float _AlphaPow; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i): SV_TARGET0 { //处理虚线逻辑 if (!_IsPress) { int count = _Length / 0.02; int val = ceil(i.uv.x * count) % 2; if (val == 0) _Color.a = 0; } //处理渐变 if (i.uv.x < 0.5) _Color.a *= (i.uv.x * 2) * 2; if (i.uv.x > 0.5) _Color.a *= (1 - i.uv.x) * 2 * 2; _Color.a *= _AlphaPow; return fixed4(_Color.r * _Color.a, _Color.g * _Color.a, _Color.b * _Color.a, 1); } ENDCG } } }