我认为其他线程很好地解释了你需要做的事情。您需要将所有三种颜色都传递给着色器,然后按照像素来计算所需颜色。
以与其他答案相同的方式获取当前像素的0 - 1个角度。然后用适当的颜色在这个角度之间lerp。
着色
sampler2D inputSampler : register(S0);
float2 center : register(C0);
float4 firstColor : register(C1);
float4 secondColor : register(C2);
float4 thirdColor : register(C3);
float4 main(float2 uv : TEXCOORD) : COLOR
{
// Put the three colors into an array.
float4 colors[3] = { firstColor, secondColor, thirdColor };
// Figure out where this pixel is in relation to the center point
float2 pos = center - uv;
// Compute the angle of this pixel relative to the center (in radians),
// then divide by 2 pi to normalize the angle into a 0 to 1 range.
// We are flipping the Y here so that 0 is at the top (instead of the bottom) and we
// rotate clockwise. Could also flip X if we want to rotate counter-clockwise.
float value = (atan2(pos.x, -pos.y) + 3.141596)/(2.0 * 3.141596);
// Scale the angle based on the size of our array and determine which indices
// we are currently between, wrapping around to 0 at the end.
float scaledValue = value * 3;
float4 prevColor = colors[(int)scaledValue];
float4 nextColor = colors[((int)scaledValue + 1) % 3];
// Figure out how far between the two colors we are
float lerpValue = scaledValue - (float)((int)scaledValue);
// Get the alpha of the incoming pixel from the sampler.
float alpha = tex2D(inputSampler, uv).a;
// Lerp between the colors. Multiply each color by its own alpha and the result by the
// incoming alpha becuse WPF expects shaders to return premultiplied alpha pixel values.
return float4(
lerp(prevColor.rgb * prevColor.a, nextColor.rgb * nextColor.a, lerpValue) * alpha,
lerp(prevColor.a, nextColor.a, lerpValue) * alpha);
}
影响
class AngleGradientEffect : ShaderEffect
{
public Brush Input
{
get { return (Brush)GetValue(InputProperty); }
set { SetValue(InputProperty, value); }
}
public static readonly DependencyProperty InputProperty = RegisterPixelShaderSamplerProperty("Input", typeof(AngleGradientEffect), 0);
public Point Center
{
get { return (Point)GetValue(CenterProperty); }
set { SetValue(CenterProperty, value); }
}
public static readonly DependencyProperty CenterProperty = DependencyProperty.Register("Center", typeof(Point), typeof(AngleGradientEffect),
new PropertyMetadata(new Point(0.5, 0.5), PixelShaderConstantCallback(0)));
public Color FirstColor
{
get { return (Color)GetValue(FirstColorProperty); }
set { SetValue(FirstColorProperty, value); }
}
public static readonly DependencyProperty FirstColorProperty = DependencyProperty.Register("FirstColor", typeof(Color), typeof(AngleGradientEffect),
new PropertyMetadata(Color.FromRgb(255, 0, 0), PixelShaderConstantCallback(1)));
public Color SecondColor
{
get { return (Color)GetValue(SecondColorProperty); }
set { SetValue(SecondColorProperty, value); }
}
public static readonly DependencyProperty SecondColorProperty = DependencyProperty.Register("SecondColor", typeof(Color), typeof(AngleGradientEffect),
new PropertyMetadata(Color.FromRgb(0, 255, 0), PixelShaderConstantCallback(2)));
public Color ThirdColor
{
get { return (Color)GetValue(ThirdColorProperty); }
set { SetValue(ThirdColorProperty, value); }
}
public static readonly DependencyProperty ThirdColorProperty = DependencyProperty.Register("ThirdColor", typeof(Color), typeof(AngleGradientEffect),
new PropertyMetadata(Color.FromRgb(0, 0, 255), PixelShaderConstantCallback(3)));
public AngleGradientEffect()
{
// ResourceHelper is my own utility that formats URIs for me. The returned URI
// string will be something like /AssemblyName;component/Effects/AngleGradient.ps
PixelShader = new PixelShader() { UriSource = ResourceHelper.GetResourceUri("Effects/AngleGradient.ps", relative: true)};
UpdateShaderValue(InputProperty);
UpdateShaderValue(CenterProperty);
UpdateShaderValue(FirstColorProperty);
UpdateShaderValue(SecondColorProperty);
UpdateShaderValue(ThirdColorProperty);
}
}
使用
<Ellipse
Width="200"
Height="200"
Fill="White">
<Ellipse.Effect>
<effects:AngleGradientEffect
FirstColor="Red"
SecondColor="Lime"
ThirdColor="Blue" />
</Ellipse.Effect>
</Ellipse>
![enter image description here](https://i.stack.imgur.com/FtXrW.png)
请记住,在RGB空间中不同色调之间进行插值将在某些情况下提供一些难看的结果。您可能想要考虑转换为HSV并插入色相,如果这是您期望做的事情。
我不知道如何构建着色器,而且我也不明白着色器的一部分。但它的作品! :)我唯一缺少的是理解如何旋转你的解决方案(在着色器中),这样我才能得到第一个颜色centerTop – ericmas001
这是一个简单的改变。在计算垂直翻转角度时,只需反转着色器中位置的y分量即可。 'float value =(atan2(pos.x,-pos.y)+ 3.141596)/(2.0 * 3.141596);'如果你想水平翻转,你也可以反转x。 – Xavier
我在我的答案中编辑着色器以翻转Y轴,并且还更改了Alpha处理,以便源中的Alpha值受到尊重以及传入的颜色。我还添加了一堆代码注释,试图解释着色器在做什么。 – Xavier