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106 lines
2.5 KiB
GLSL
106 lines
2.5 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/CircleHole"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_CircleHole_PosX_1("_CircleHole_PosX_1", Range(-1, 2)) = 0.5
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_CircleHole_PosY_1("_CircleHole_PosY_1", Range(-1, 2)) = 0.5
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_CircleHole_Size_1("_CircleHole_Size_1", Range(0, 1)) = 0.675
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_CircleHole_Dist_1("_CircleHole_Dist_1", Range(0, 1)) = 0.2
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float _CircleHole_PosX_1;
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float _CircleHole_PosY_1;
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float _CircleHole_Size_1;
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float _CircleHole_Dist_1;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float4 Circle_Hole(float4 txt, float2 uv, float posX, float posY, float Size, float Smooth)
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{
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float2 center = float2(posX, posY);
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float dist = 1.0 - smoothstep(Size, Size + Smooth, 1-length(center - uv));
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txt.a *= dist;
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return txt;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 _CircleHole_1 = Circle_Hole(_MainTex_1,i.texcoord,_CircleHole_PosX_1,_CircleHole_PosY_1,_CircleHole_Size_1,_CircleHole_Dist_1);
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float4 FinalResult = _CircleHole_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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