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122 lines
3.3 KiB
122 lines
3.3 KiB
Shader "Custom/CircleCulling" |
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{ |
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Properties |
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{ |
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} |
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_Color("Tint", Color) = (1,1,1,1) |
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_StencilComp("Stencil Comparison", Float) = 8 |
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_Stencil("Stencil ID", Float) = 0 |
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_StencilOp("Stencil Operation", Float) = 0 |
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_StencilWriteMask("Stencil Write Mask", Float) = 255 |
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_StencilReadMask("Stencil Read Mask", Float) = 255 |
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_ColorMask("Color Mask", Float) = 15 |
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//my member |
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_Radius("Circle Radius",Range(0,0.5)) = 0.3 |
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"Queue" = "Transparent" |
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"IgnoreProjector" = "True" |
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"RenderType" = "Transparent" |
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"PreviewType" = "Plane" |
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"CanUseSpriteAtlas" = "True" |
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} |
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Stencil |
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{ |
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Ref[_Stencil] |
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Comp[_StencilComp] |
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Pass[_StencilOp] |
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ReadMask[_StencilReadMask] |
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WriteMask[_StencilWriteMask] |
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} |
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Cull Off |
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Lighting Off |
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ZWrite Off |
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ZTest[unity_GUIZTestMode] |
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Blend SrcAlpha OneMinusSrcAlpha |
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ColorMask[_ColorMask] |
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Pass |
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{ |
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Name "Default" |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#include "UnityCG.cginc" |
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#include "UnityUI.cginc" |
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#pragma multi_compile __ UNITY_UI_ALPHACLIP |
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#define PI 3.1415926 |
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struct appdata_t |
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{ |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct v2f |
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{ |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float4 worldPosition : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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fixed4 _Color; |
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fixed4 _TextureSampleAdd; |
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float4 _ClipRect; |
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float _Radius; |
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v2f vert(appdata_t IN) |
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{ |
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v2f OUT; |
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UNITY_SETUP_INSTANCE_ID(IN); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); |
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OUT.worldPosition = IN.vertex; |
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); |
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OUT.texcoord = IN.texcoord; |
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OUT.color = IN.color * _Color; |
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return OUT; |
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} |
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sampler2D _MainTex; |
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fixed4 frag(v2f IN) : SV_Target |
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{ |
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float2 uv = IN.texcoord.xy; |
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float4 col = IN.color; |
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float2 nor =float2(0.5,0.5)-uv; |
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if (length(nor)>_Radius) |
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col.a = 0; |
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clip(col.w-0.01); |
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half4 color = (tex2D(_MainTex,uv) + _TextureSampleAdd) * col; |
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); |
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#ifdef UNITY_UI_ALPHACLIP |
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clip(color.a - 0.001); |
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#endif |
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return color; |
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} |
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ENDCG |
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} |
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} |
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}
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