
Shader "Custom/SpriteSlicedProgressBar"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
// 注意:这里的 _ClipX 是具体的本地坐标值,不是 0-1
_ClipX ("Clip X Position", Float) = 1000.0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float3 localPos : TEXCOORD1; // 新增:传递本地坐标
};
fixed4 _Color;
float _ClipX; // 裁剪阈值
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
OUT.localPos = IN.vertex.xyz; // 记录原始模型空间坐标
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
// 核心改动:不再比较 UV,而是比较物理坐标
// 如果当前像素的 X 坐标 > 裁剪阈值,丢弃
clip(_ClipX - IN.localPos.x);
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
using UnityEngine;
namespace GameScripts
{
public class HealthBar : MonoBehaviour
{
[Header( "组件引用" )]
[SerializeField] private SpriteRenderer frontRenderer;
[SerializeField] private SpriteRenderer backRenderer;
[Header( "参数设置" )]
[Range( 1f, 20f )]
[SerializeField] private float lerpSpeed = 5f;
private float _targetFill = 1f;
private float _bufferFill = 1f;
private MaterialPropertyBlock _propBlock;
// 注意:这里属性名变了,对应新 Shader
private static readonly int ClipXId = Shader.PropertyToID( "_ClipX" );
private void Awake( )
{
_propBlock = new MaterialPropertyBlock( );
ForceUpdate( 1f );
}
private void Update( )
{
if ( Mathf.Abs( _bufferFill - _targetFill ) > 0.001f )
{
_bufferFill = Mathf.Lerp( _bufferFill, _targetFill, Time.deltaTime * lerpSpeed );
UpdateOneRenderer( backRenderer, _bufferFill );
}
}
public void Init( float current, float max )
{
if ( max <= 0 )
{
CLog.LogWarning( $"HealthBar Init: max_{max}" );
return;
}
ForceUpdate( Mathf.Clamp01( current / max ) );
}
public void SetHealth( float current, float max )
{
if ( max <= 0 ) return;
float newFill = Mathf.Clamp01( current / max );
if ( newFill < _targetFill )
{
_targetFill = newFill;
UpdateOneRenderer( frontRenderer, _targetFill );
}
else
{
ForceUpdate( newFill );
}
}
private void ForceUpdate( float fill )
{
_targetFill = fill;
_bufferFill = fill;
UpdateOneRenderer( frontRenderer, _targetFill );
UpdateOneRenderer( backRenderer, _bufferFill );
}
// 核心修正逻辑
private void UpdateOneRenderer( SpriteRenderer rend, float fillPct )
{
if ( rend == null ) return;
if ( _propBlock == null ) _propBlock = new MaterialPropertyBlock( );
// 1. 获取 Sprite 在本地空间的边界 (包含 Sliced 后的尺寸)
// localBounds 会自动处理 Pivot 在中心、在左下角等各种情况
Bounds bounds = rend.localBounds;
// 2. 计算对应的 X 坐标
// fillPct = 0 时,x = min.x (左边界)
// fillPct = 1 时,x = max.x (右边界)
float clipXValue = Mathf.Lerp( bounds.min.x, bounds.max.x, fillPct );
// 3. 传给 Shader
rend.GetPropertyBlock( _propBlock );
_propBlock.SetFloat( ClipXId, clipXValue );
rend.SetPropertyBlock( _propBlock );
}
#if UNITY_EDITOR
[Header( "Editor Debug" )]
[Range( 0f, 1f )]
public float debugFill = 1f;
private void OnValidate( )
{
if ( Application.isPlaying )
{
SetHealth( debugFill * 100f, 100f );
}
else
{
if ( frontRenderer == null ) frontRenderer = GetComponent<SpriteRenderer>( );
if ( _propBlock == null ) _propBlock = new MaterialPropertyBlock( );
ForceUpdate( debugFill );
}
}
#endif
}
}
