RoundedCorners.shader
1.77 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
Shader "UI/RoundedMaskShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Radius ("Radius",float) = 0
_Ratio("Height/Width",float )= 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Radius;
float _Ratio;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//坐标等价到左下角
float2 p = abs(step(0.5,i.uv) - i.uv);
//三个条件同时成立则乘0,否则乘1
//1.在左下角 ,2.长度超过半径
fixed4 col = tex2D(_MainTex, i.uv) * (step(_Radius,p.x) ||step( _Radius ,p.y*_Ratio) || step(length(float2(p.x-_Radius,p.y*_Ratio-_Radius)),_Radius));
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}