// 竞技场地面网格:暗色基底 + 细网格线 + 中心放射暗角,提供空间参照与氛围 // 应用于覆盖竞技场的大 ColorRect/Polygon2D(UV 0-1 映射全幅) shader_type canvas_item; uniform float grid_cells = 100.0; void fragment() { vec2 g = UV * grid_cells; vec2 f = abs(fract(g) - 0.5); float minor = smoothstep(0.47, 0.5, max(f.x, f.y)); // 粗线(每 10 格) vec2 g2 = UV * (grid_cells / 10.0); vec2 f2 = abs(fract(g2) - 0.5); float major = smoothstep(0.46, 0.5, max(f2.x, f2.y)); vec3 base = vec3(0.085, 0.088, 0.115); vec3 minorC = vec3(0.125, 0.130, 0.165); vec3 majorC = vec3(0.180, 0.185, 0.240); vec3 col = mix(base, minorC, minor); col = mix(col, majorC, major); // 径向渐暗(边缘更暗,聚焦中心) float vig = 1.0 - smoothstep(0.25, 0.75, length(UV - vec2(0.5))); col *= mix(0.6, 1.15, vig); COLOR = vec4(col, 1.0); }