119 lines
3.4 KiB
Plaintext
119 lines
3.4 KiB
Plaintext
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Shader "TPSBR/UI/CircleMask"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_OutlineColor("OutlineColor", Color) = (1,1,1,1)
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_OutlineWidth("OutlineWidth", Float) = 1
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_CircleRadius("CircleRadius", Float) = 1
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_CircleCenter("CircleCenter", Vector) = (0,0,0,0)
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_CutoutRadius("CutoutRadius", Float) = 1
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_CutoutCenter("CutoutCenter", Vector) = (0,0,0,0)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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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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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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struct appdata_t
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{
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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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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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fixed4 _OutlineColor;
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float2 _CircleCenter;
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float _CircleRadius;
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float _OutlineWidth;
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float2 _CutoutCenter;
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float _CutoutRadius;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = v.texcoord;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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if (_CutoutRadius < 1)
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{
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float cutoutDistance = distance(IN.texcoord, _CutoutCenter);
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if (cutoutDistance > _CutoutRadius)
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{
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return (0, 0, 0, 0);
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}
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}
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float dist = distance(IN.texcoord, _CircleCenter);
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if (dist > _CircleRadius + _OutlineWidth)
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{
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return _Color;
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}
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else if (dist > _CircleRadius)
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{
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return _OutlineColor;
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}
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return (0, 0, 0, 0);
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}
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ENDCG
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}
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}
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}
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