- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "UI/UICircular"
- {
- Properties
- {
- _R("圆的半径 R", Range(0,1)) = 0.5
- _Blur("边缘虚化的范围", Range(0,100)) = 100
- [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
- }
- 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_CLIP_RECT
- #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;
- float _R;
- float _X;
- float _Y;
- float _Blur;
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = v.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = v.texcoord;
- OUT.color = v.color * _Color;
- return OUT;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- // 圆形
- float x = IN.texcoord.x-0.5f;
- float y = IN.texcoord.y-0.5f;
- float lerp = (1 - _Blur * (_R*_R - (x * x + y * y)))*color.a;// 如果不加这句代码, 图片边缘会有明显的锯齿
- color.a = (color.a - lerp)*step(x*x + y * y, _R*_R);// 如果 _R*_R<(x*x + y * y), 返回 0; 否则, 返回 1.
- return color;
- }
- ENDCG
- }
- }
- }
来源: http://www.bubuko.com/infodetail-3091362.html