Unity中shader从中间向2侧移动
Shader UI/CenterHiddenSidesVisible { Properties { [PerRendererData] _MainTex (Sprite Texture, 2D) white {} _HideWidth (中间隐藏宽度 (0~0.5), Range(0, 0.5)) 0.2 } SubShader { Tags { QueueTransparent IgnoreProjectorTrue RenderTypeTransparent CanUseSpriteAtlasTrue } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include UnityCG.cginc #include UnityUI.cginc struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float _HideWidth; v2f vert (appdata_t v) { v2f o; o.vertex UnityObjectToClipPos(v.vertex); o.uv TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // 核心逻辑中间区域隐藏左右显示 if (i.uv.x 0.5 - _HideWidth i.uv.x 0.5 _HideWidth) { discard; // 中间透明 } return tex2D(_MainTex, i.uv); } ENDCG } } }