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  • Unity3D UGUI Shader画一个圆环

    Shader "Unlit/NewUnlitShader"
    {
        Properties
        {
            _MainTex ("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
    
            _Width("_Width", Float) = 0
    
        }
        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- 2/ _Width)
                    {
                        discard;
                    }
                    if (d > 0.5)
                    {
                        discard;
                    }
                    fixed4 col = tex2D(_MainTex, i.uv);
                    return col*_Color;
                }
                ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/mrblue/p/8467356.html
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