76 lines
1.4 KiB
Plaintext
76 lines
1.4 KiB
Plaintext
Shader "Zhanyou/BlindEffect" {
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Properties {
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_MainTex("Base (RGB)", 2D) = "white" {}
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LightNum("Light", Range(0.0, 1.0)) = 1.0
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RadiuRange("Radiu", Range(0.0, 0.5)) = 0.7
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}
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SubShader {
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Tags
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{
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"IgnoreProjector"="True"
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"Queue"="Overlay"
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// 防止Shader Replace渲染这个东西
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"RenderType"="NoReplace"
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}
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Pass {
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float LightNum;
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float RadiuRange;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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o.color = v.color;
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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fixed4 renderTex = tex2D(_MainTex, i.texcoord);
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fixed4 finalColor = renderTex;
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float2 center = float2(0.5, 0.45);
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float dis = distance(i.texcoord, center);
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if (dis >= RadiuRange)
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{
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finalColor = renderTex * LightNum;
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}
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else
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{
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if (dis < RadiuRange )
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{
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finalColor = renderTex * (LightNum + 1 - dis/RadiuRange);
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}
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}
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return finalColor;
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}
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ENDCG
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}
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}
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} |