RizzeBattleRoyale/Assets/TPSBR/Shaders/UICircleMask.shader

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2025-09-24 11:24:38 +05:00
Shader "TPSBR/UI/CircleMask"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_OutlineColor("OutlineColor", Color) = (1,1,1,1)
_OutlineWidth("OutlineWidth", Float) = 1
_CircleRadius("CircleRadius", Float) = 1
_CircleCenter("CircleCenter", Vector) = (0,0,0,0)
_CutoutRadius("CutoutRadius", Float) = 1
_CutoutCenter("CutoutCenter", Vector) = (0,0,0,0)
_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
}
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
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _OutlineColor;
float2 _CircleCenter;
float _CircleRadius;
float _OutlineWidth;
float2 _CutoutCenter;
float _CutoutRadius;
v2f vert(appdata_t v)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.texcoord = v.texcoord;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
if (_CutoutRadius < 1)
{
float cutoutDistance = distance(IN.texcoord, _CutoutCenter);
if (cutoutDistance > _CutoutRadius)
{
return (0, 0, 0, 0);
}
}
float dist = distance(IN.texcoord, _CircleCenter);
if (dist > _CircleRadius + _OutlineWidth)
{
return _Color;
}
else if (dist > _CircleRadius)
{
return _OutlineColor;
}
return (0, 0, 0, 0);
}
ENDCG
}
}
}