64 lines
1.6 KiB
Plaintext
64 lines
1.6 KiB
Plaintext
Shader "Umawerse/BorderCircle"
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{
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Properties
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{
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_Color("Color",Color)=(0.5,0.5,0.5,1)
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_Thickness("Thickness",Range(0,1)) = 0.1
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_Border("Border",Color)=(1,1,1,1)
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[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest",int) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Overlay" "PreviewType"="Plane"}
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ZTest[_ZTest]
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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
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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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fixed4 _Color;
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fixed _Thickness;
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fixed4 _Border;
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v2f vert (appdata 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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// sample the texture
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fixed4 col = _Color;
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const fixed r = 0.5;
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const fixed ir = r*(1-_Thickness);
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const fixed x = i.uv.x - r;
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const fixed y = i.uv.y - r;
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if(x*x+y*y>ir*ir) col = _Border;
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clip(r*r-x*x-y*y);
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return col;
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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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