Cute_demon_attacks/meng_yao/Assets/Resources/shader/CircleDissolveEffect.shader
2024-10-30 01:08:16 +08:00

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Shader "UI/CircleDissolveEffect"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Center("Dissolve Center", Vector) = (0.5, 0.5, 0, 0)
_Radius("Dissolve Radius", Range(0, 1)) = 0.5
_EdgeWidth("Edge Width", Range(0, 0.1)) = 0.05
_EdgeColor("Edge Color", Color) = (1,1,1,1)
_AspectRatio("Aspect Ratio", Float) = 1.0
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float2 _Center;
float _Radius;
float _EdgeWidth;
fixed4 _EdgeColor;
float _AspectRatio;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv;
fixed4 mainColor = tex2D(_MainTex, uv);
// 调整 UV 坐标的比例,使得圆形遮罩在非方形图片上保持为圆形
float2 adjustedUV = uv;
adjustedUV.x = (uv.x - _Center.x) * _AspectRatio + _Center.x;
// 计算当前像素到遮罩中心的距离
float dist = distance(adjustedUV, _Center);
// 根据距离和半径计算溶解值
float dissolveThreshold = smoothstep(_Radius - _EdgeWidth, _Radius, dist);
// 混合边缘颜色
fixed4 edgeColor = _EdgeColor * (1.0 - dissolveThreshold);
// 应用溶解效果
return lerp(edgeColor, mainColor, dissolveThreshold) * mainColor.a;
}
ENDCG
}
}
FallBack "Diffuse"
}