UIGuideMask.shader 3.1 KB

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  1. Shader "UI/UIGuideMask"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,1,1,1)
  7. _StencilComp("Stencil Comparison", Float) = 8
  8. _Stencil("Stencil ID", Float) = 0
  9. _StencilOp("Stencil Operation", Float) = 0
  10. _StencilWriteMask("Stencil Write Mask", Float) = 255
  11. _StencilReadMask("Stencil Read Mask", Float) = 255
  12. _ColorMask("Color Mask", Float) = 15
  13. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  14. //-------------------add----------------------
  15. _DefaultState("DefaultState", Int) = 1
  16. _IsClose("IsClose", Int) = 0
  17. _Center("Center", vector) = (0, 0, 0, 0)
  18. _RectSize("RectWSize", vector) = (20, 20, 0, 0)
  19. //_Silder("_Silder", Range(0,2000)) = 1000 // sliders
  20. //-------------------add----------------------
  21. }
  22. SubShader
  23. {
  24. Tags
  25. {
  26. "Queue" = "Transparent"
  27. "IgnoreProjector" = "True"
  28. "RenderType" = "Transparent"
  29. "PreviewType" = "Plane"
  30. "CanUseSpriteAtlas" = "True"
  31. }
  32. Stencil
  33. {
  34. Ref[_Stencil]
  35. Comp[_StencilComp]
  36. Pass[_StencilOp]
  37. ReadMask[_StencilReadMask]
  38. WriteMask[_StencilWriteMask]
  39. }
  40. Cull Off
  41. Lighting Off
  42. ZWrite Off
  43. ZTest[unity_GUIZTestMode]
  44. Blend SrcAlpha OneMinusSrcAlpha
  45. ColorMask[_ColorMask]
  46. Pass
  47. {
  48. Name "Default"
  49. CGPROGRAM
  50. #pragma vertex vert
  51. #pragma fragment frag
  52. #pragma target 2.0
  53. #include "UnityCG.cginc"
  54. #include "UnityUI.cginc"
  55. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  56. struct appdata_t
  57. {
  58. float4 vertex : POSITION;
  59. float4 color : COLOR;
  60. float2 texcoord : TEXCOORD0;
  61. UNITY_VERTEX_INPUT_INSTANCE_ID
  62. };
  63. struct v2f
  64. {
  65. float4 vertex : SV_POSITION;
  66. fixed4 color : COLOR;
  67. float2 texcoord : TEXCOORD0;
  68. float4 worldPosition : TEXCOORD1;
  69. UNITY_VERTEX_OUTPUT_STEREO
  70. };
  71. fixed4 _Color;
  72. fixed4 _TextureSampleAdd;
  73. float4 _ClipRect;
  74. //-------------------add----------------------
  75. //float _Silder;
  76. fixed _DefaultState;
  77. fixed _IsClose;
  78. float2 _Center;
  79. half2 _RectSize;
  80. //-------------------add----------------------
  81. v2f vert(appdata_t IN)
  82. {
  83. v2f OUT;
  84. UNITY_SETUP_INSTANCE_ID(IN);
  85. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  86. OUT.worldPosition = IN.vertex;
  87. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  88. OUT.texcoord = IN.texcoord;
  89. OUT.color = IN.color * _Color;
  90. return OUT;
  91. }
  92. sampler2D _MainTex;
  93. fixed4 frag(v2f IN) : SV_Target
  94. {
  95. if (_DefaultState)
  96. return half4(0,0,0,0);
  97. float a = distance(IN.worldPosition.x, _Center.x)/ _RectSize.x;
  98. float b = distance(IN.worldPosition.y, _Center.y)/ _RectSize.y;
  99. half2 uv = IN.texcoord;
  100. uv.x = a + .5f;
  101. uv.y = b + .5f;
  102. half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color;
  103. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  104. #ifdef UNITY_UI_ALPHACLIP
  105. clip(color.a - 0.001);
  106. #endif
  107. color.a = a < 1 && b < 1 ? sin(a)*pow(a, 2) + sin(b)*pow(b, 2) : color.a;
  108. color.a = step(IN.color.a, color.a) ? IN.color.a:color.a;
  109. return color;
  110. }
  111. ENDCG
  112. }
  113. }
  114. }