Shader "UI/UIGuideMask" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 //-------------------add---------------------- _DefaultState("DefaultState", Int) = 1 _IsClose("IsClose", Int) = 0 _Center("Center", vector) = (0, 0, 0, 0) _RectSize("RectWSize", vector) = (20, 20, 0, 0) //_Silder("_Silder", Range(0,2000)) = 1000 // sliders //-------------------add---------------------- } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; //-------------------add---------------------- //float _Silder; fixed _DefaultState; fixed _IsClose; float2 _Center; half2 _RectSize; //-------------------add---------------------- v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { if (_DefaultState) return half4(0,0,0,0); float a = distance(IN.worldPosition.x, _Center.x)/ _RectSize.x; float b = distance(IN.worldPosition.y, _Center.y)/ _RectSize.y; half2 uv = IN.texcoord; uv.x = a + .5f; uv.y = b + .5f; half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif color.a = a < 1 && b < 1 ? sin(a)*pow(a, 2) + sin(b)*pow(b, 2) : color.a; color.a = step(IN.color.a, color.a) ? IN.color.a:color.a; return color; } ENDCG } } }