/* circle mask shader */
Shader "UI/CircleMask"
{
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
_RadiusX("Radius X", Range(0,1)) = 1
_RadiusY("Radius Y", Range(0,1)) = 1
_ScaleX("Scale X", Float) = 1
_ScaleY("Scale Y", Float) = 1
_AntialiasThreshold("Antialias Threshold", Range(0, 0.9999)) = 0.96
[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]
}
ColorMask[_ColorMask]
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 __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
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;
float2 originalTexcoord : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _RadiusX;
float _RadiusY;
float _ScaleX;
float _ScaleY;
float _AntialiasThreshold;
float circleDelta(float2 texcoord) {
if (_RadiusX <= 0.0001 || _RadiusY <= 0.0001) return 0;
float x = (2 * (texcoord.x - 0.5)) / _RadiusX;
float y = (2 * (texcoord.y - 0.5)) / _RadiusY;
float value = x * x + y * y;
return smoothstep(1.0, _AntialiasThreshold, value);
}
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.originalTexcoord = v.texcoord;
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
// scale before circle clipping
float2 size = float2(1 / _ScaleX, 1 / _ScaleY);
float2 halfSize = size * 0.5;
float2 center = float2(0.5, 0.5);
half4 color = tex2D(_MainTex, IN.texcoord * size + center - halfSize) * IN.color;
color.a *= circleDelta(IN.texcoord);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
이렇게 커스텀 셰이더 마스크 써도 안되네
스탠실 사용해서 만드는거 아닌가
대가리 아프노
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