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Copy pathTest 1.shader
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Test 1.shader
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Shader "Custom/Test 1"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("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
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
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
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata
{
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
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(o.worldPosition);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float Points[18] = {0.75, 0.75, 0.75, 0.75, 0.25, 0.25, 0.35, 0.35, 0.85, 0.85, 0.75, 0.75, 0.75, 0.25, 0.75, 0.25, 0.75, 0.25};
half4 blu = half4(0, 0.0, 0.3, 0.5);
half4 gre = half4(0, 0.35, 0.2, 0.5);
half4 yel = half4(0, -0.1, 0.01, 0.5);
// sample the texture
float _Radius = 0.5;
//fixed4 col = tex2D(_MainTex, i.worldPosition);
float y = 1 - i.texcoord.y;
float x = i.texcoord.x;
half4 col = half4(0, 0, 0, 0);
//float2 pos[] = { float2(0.1, 0.5), float2(0.1, 0.37) };
for (int k = 0; k < 17; k+=2)
{
float dis = distance(float2(x, y), float2(Points[k], Points[k + 1]));
col = col + blu * smoothstep(_Radius * 0.5 , _Radius * 0.1, dis) + gre * smoothstep(_Radius* 0.25, _Radius * 0.05, dis) + yel * smoothstep(_Radius * 0.25, _Radius * 0.01, dis);
}
//return color;
return col;
}
ENDCG
}
}
}
/*
These are the points:
Bottom left->(0.25, 0.75)
Bottom right->(0.75, 0.75), (0.85, 0.85)
Top left->(0.25, 0.25), (0.25, 0.25), (0.35, 0.35)
Top right->(0.75, 0.25), (0.75, 0.25), (0.75, 0.25)
*/