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- 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
- }
- }
- }
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