| 按角色血量改变血条  Shader "Unlit/HpBarShader"
{
    Properties
    {
        [NoScaleoffset]_MainTex ("Texture", 2D) = "white" {}
		_Health ("Health", Range(0, 1)) = 1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            struct MeshData
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct Interpolator
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex;
			float _Health;
            Interpolator vert (MeshData v)
            {
                Interpolator o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o; 
            }
			float InverseLerp(float a, float b, float v)
			{
				return (v - a) / (b - a);
			}
			float4 frag(Interpolator i) : SV_Target
            {
                
				float healthMask = _Health > i.uv.x;
				
				
				float tHealthColor = InverseLerp(0.3, 0.7, _Health);
				float3 healthColor = lerp(float3(1, 0 , 0), float3(0 , 1, 0), tHealthColor); 
				
				
				float3 bgColor = float3(0, 0, 0);
				float3 outColor = lerp(bgColor, healthColor, healthMask);
				return float4(outColor, 0);
            }
            ENDCG
        }
    }
}
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