miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/CircleMask.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/CircleMask" {
Properties
{
[PerRendererData]_MainTex ("Texture", 2D) = "white" {}
_R ("Radius", Range(0, 6)) = 0.1
_X ("OffsetX", Range(0, 1)) = 0.5
_Y ("OffsetY", Range(0, 1)) = 0.5
_ScaleX ("ScaleX", Range(0, 10)) = 1
_ScaleY ("ScaleY", Range(0, 10)) = 1
_Trans ("Trans", Range(0, 10)) = 1
_CutOff ("Cut Off", Range(0, 1)) = 1
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _R;
float _X;
float _Y;
float _ScaleX;
float _ScaleY;
float _Trans;
fixed _CutOff;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
float x = (i.uv.x - _X) *_ScaleX;
float y = (i.uv.y - _Y) *_ScaleY;
float S = sqrt(x * x + y * y);
float k = pow(2, S/_R * -4) * _Trans;
float atten = clamp(0, 1, k);
float alpha = (1-atten)*_CutOff;
return fixed4(col.rgb, alpha);
}
ENDCG
}
}
}