84 lines
2.4 KiB
Plaintext
84 lines
2.4 KiB
Plaintext
Shader "UI/CircleDissolveEffect"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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_Center("Dissolve Center", Vector) = (0.5, 0.5, 0, 0)
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_Radius("Dissolve Radius", Range(0, 1)) = 0.5
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_EdgeWidth("Edge Width", Range(0, 0.1)) = 0.05
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_EdgeColor("Edge Color", Color) = (1,1,1,1)
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_AspectRatio("Aspect Ratio", Float) = 1.0
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float2 _Center;
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float _Radius;
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float _EdgeWidth;
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fixed4 _EdgeColor;
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float _AspectRatio;
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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.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float2 uv = i.uv;
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fixed4 mainColor = tex2D(_MainTex, uv);
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// 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
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float2 adjustedUV = uv;
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adjustedUV.x = (uv.x - _Center.x) * _AspectRatio + _Center.x;
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// 计算当前像素到遮罩中心的距离
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float dist = distance(adjustedUV, _Center);
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// 根据距离和半径计算溶解值
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float dissolveThreshold = smoothstep(_Radius - _EdgeWidth, _Radius, dist);
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// 混合边缘颜色
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fixed4 edgeColor = _EdgeColor * (1.0 - dissolveThreshold);
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// 应用溶解效果
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return lerp(edgeColor, mainColor, dissolveThreshold) * mainColor.a;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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