Shader realized hollowed circular and rectangular guide novice

Shader "UI/ImageWithHole"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _TintColor ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        [KeywordEnum(ROUND, RECTANGLE, NULL)] _MaskMode("Mask mode", Float) = 0
        _Center("Center", vector) = (0, 0, 0, 0)
        _Radius("Radius", Range(0,1000)) = 100 // 圆半径
        _RectangleSize("Rectangle Size", vector) = (0, 0, 0, 0) // 矩形边长
        _TransitionRange("Transition Range", Range(0, 100)) = 10
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGBA

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
            #pragma multi_compile _MASKMODE_ROUND _MASKMODE_RECTANGLE _MASKMODE_NULL

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            fixed4 _TintColor;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float2 _Center;
            half _Radius;
            float2 _RectangleSize;
            half _TransitionRange;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                OUT.texcoord = v.texcoord;

                OUT.color = v.color * _TintColor;
                return OUT;
            }

            _MainTex sampler2D;

            the frag fixed4 (V2f I): SV_Target 
            { 
                half4 Color = (tex2D (_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; 

                #ifdef UNITY_UI_CLIP_RECT 
                color.a * = UnityGet2DClipping (IN.worldPosition.xy, _ClipRect);
                 #endif 

                UNITY_UI_ALPHACLIP #ifdef 
                Clip (color.a - from 0.001 );
                 #endif 

                #ifdef _MASKMODE_ROUND 
                    // calculated from the sheet element and the world coordinates of the center position of the target 
                    Half DIS =Distance (i.worldPosition.xy, _Center.xy);
                     // filter out smaller than the distance (radius - the transition range) sheet element 
                    Clip (DIS - (_radius - _TransitionRange));
                     // if the circular inside 
                    int Inside = STEP ( DIS, _radius);
                     // calculate the alpha value in the transition range 
                    color.a * = ( . 1 - inside) inside * + (DIS - (_radius - _TransitionRange)) / _TransitionRange;
                 #elif _MASKMODE_RECTANGLE
                     // calculated world coordinates and fragments from the center of the target position 
                    Half disX = distance (i.worldPosition.x, _Center.x); 
                    Half disY =Distance (i.worldPosition.y, _Center.y);
                     // X decides to return a pixel should be removed, without removing returns 0 
                    int ClipX = STEP (disX, _RectangleSize.x- _TransitionRange);
                     int ClipY = STEP (disY, _RectangleSize .y- _TransitionRange); 
                    Clip (disX - (_RectangleSize.x -_TransitionRange) * ClipY); 
                    Clip (disY - (_RectangleSize.y -_TransitionRange) * ClipX); 

                    // X in the range of 1 to return, within a range not return 0 
                    int insideX = STEP (disX, _RectangleSize.x);
                     int insideY = STEP (disY, _RectangleSize.y); 
                    Half alphax = ( . 1 - insideX) + insideX * (disX - (_RectangleSize.x - _TransitionRange)) / _TransitionRange;
                    half alphaY= (1 - insideY) + insideY * (disY - (_RectangleSize.y - _TransitionRange)) / _TransitionRange;
                    color.a *= max(alphaX, alphaY);
                #endif
                return color;
            }
        ENDCG
        }
    }
}

 

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Origin www.cnblogs.com/DonYao/p/11766527.html