Unity3D UGUI Shader画一个圆环

时间:2023-03-09 08:53:56
Unity3D UGUI Shader画一个圆环
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Tint", Color) = (,,,) _StencilComp("Stencil Comparison", Float) = _Stencil("Stencil ID", Float) = _StencilOp("Stencil Operation", Float) = _StencilWriteMask("Stencil Write Mask", Float) = _StencilReadMask("Stencil Read Mask", Float) = _ColorMask("Color Mask", Float) = _Width("_Width", Float) = }
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
}
Cull Off
Lighting Off Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask] Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
}; struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
}; sampler2D _MainTex;
float4 _MainTex_ST;
float _Width;
float4 _Color; v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
} fixed4 frag (v2f i) : SV_Target
{
float d = distance(i.uv,float2(0.5,0.5));
if (d < 0.5- / _Width)
{
discard;
}
if (d > 0.5)
{
discard;
}
fixed4 col = tex2D(_MainTex, i.uv);
return col*_Color;
}
ENDCG
}
}
}