先看效果:
大致思路:先绘制矩形,旋转UV达到转动效果,极坐标转换绘制刻度。
graph节点:
着色器代码:
Shader "CustomURP/TimeText"
{
Properties
{
_Secondsdeg("Secondsdeg",float) = 0
_Minutesg("Minutesg",float) = 0
_Hourdeg("Hourdeg",float) = 0
}
SubShader
{
tags{"RenderType"="Opaque" "RenderPipeline"="UniversalPipeline"}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS:POSITION;
half2 uv:TEXCOORD0;
};
struct Varyings
{
float4 positionHCS:SV_POSITION;
h