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- Shader "Unlit/ButtonBGMask/Circle"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _Color("Main Color", Color) = (1,1,1,1)
- _Radius("Radius", Range(0, 1)) = 0.15
- _Thickness("Thickness", Range(0, 1)) = 0.02
- _Angle("Angle", Range(0, 1)) = 0
- }
- SubShader
- {
- Tags { "Queue" = "Transparent" "IngnoreProjector" = "True" "RenderType" = "Transparent" }
- LOD 200
- Pass
- {
- ZWrite Off
- Cull Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- fixed4 _Color;
- float4 _MainTex_ST;
- float _Radius, _Thickness, _Angle;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- //UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- // sample the texture
- float alpha = 1.0f;
- fixed4 col = tex2D(_MainTex, i.uv) * _Color;
- float dis = (i.uv.x - 0.5) * (i.uv.x - 0.5) + (i.uv.y - 0.5) * (i.uv.y - 0.5);
- if (dis<_Radius)
- {
- //col.a = 1.0;
- //clip(-1);
- }
- else if (dis > _Radius + _Thickness)
- {
- col.a = 0.0;
- clip(-1);
- }
- /*else {
- float angletemp = atan2(i.uv.y - 0.5, i.uv.x - 0.5);
- if (angletemp < (_Angle - 0.5) * 3.1415926 * 2)
- {
- col.a = 0.0;
- clip(-1);
- }
- else {
- col.a = (_Thickness * 0.5 - abs(dis - _Radius - _Thickness * 0.5)) / 0.008;
- }
- }*/
- // apply fog
- //UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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