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Main/Assets/GameAssets/RawResources/shader/Ares/UI/CircleClip.shader

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2025-01-25 04:38:09 +08:00
/*
Author:gzg
Date:2019-08-20
Desc:这个Shader是用于,主界面右上角圆形小地图处理
*/
Shader "Ares/UI/CircleClip"
{
Properties
{
_Color("BaseColor",Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Circle ("Center & Size", Vector) = (0.5,0.5,0.13,0.13)
_Reverse("Is Reverse (0 or 1)", float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Circle;
uniform float _Reverse;
struct INVert
{
float4 vertex :POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct VToF
{
float4 pos: POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
VToF vert(INVert v)
{
VToF o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX( v.texcoord, _MainTex );
return o;
}
fixed4 frag(VToF vf):COLOR
{
fixed4 cr = tex2D(_MainTex,vf.uv);
float2 tuv = vf.uv - _Circle.xy;
fixed a = abs(step(tuv.x*tuv.x / (_Circle.z *_Circle.z) +tuv.y*tuv.y / (_Circle.w * _Circle.w) ,1) * cr.a - _Reverse);
return fixed4(cr.rgb,a * vf.color.a);
}
ENDCG
}
}
Fallback "Gonbest/FallBack/FBNothing"
}