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- Shader "FFALCON/PointerProgressShader"
- {
- Properties
- {
- _Color("Color", Color) = (1, 1, 1, 1)
- _InnerDiameter("InnerDiameter", Range(0, 50.0)) = 1.5
- _OuterDiameter("OuterDiameter", Range(0.00872665, 100.0)) = 2.0
- _DistanceInMeters("DistanceInMeters", Range(0.0, 10000.0)) = 2.0
- _Progress("Progress", Range(0,360)) = 2.0
- _Center("Center", vector) = (0,0,0)
- }
- SubShader
- {
- Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
- AlphaTest Off
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest Always
- Fog { Mode Off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform float4 _Color;
- uniform float _InnerDiameter;
- uniform float _OuterDiameter;
- uniform float _DistanceInMeters;
- float4 _Center;
- float _Progress;
- struct vertexInput
- {
- float4 vertex : POSITION;
- };
- struct fragmentInput
- {
- float4 position : SV_POSITION;
- };
- fragmentInput vert(vertexInput i)
- {
- float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
- float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale , _DistanceInMeters);
- fragmentInput o;
- o.position = UnityObjectToClipPos(vert_out);
- return o;
- }
- fixed4 frag(fragmentInput i) : SV_Target
- {
- float2 pos = i.position - _Center;
- float angle = degrees(atan2(pos.y, pos.x));
- _Progress -= 180;
- float d = 1 - step(_Progress, angle);
- fixed4 color = _Color;
- color.a = d;
- return color;
- }
- ENDCG
- }
- }
- }
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