Shader "UI/ImageWithHole"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_TintColor ("Tint", Color) = (,,,) _StencilComp ("Stencil Comparison", Float) =
_Stencil ("Stencil ID", Float) =
_StencilOp ("Stencil Operation", Float) =
_StencilWriteMask ("Stencil Write Mask", Float) =
_StencilReadMask ("Stencil Read Mask", Float) = [KeywordEnum(ROUND, RECTANGLE, NULL)] _MaskMode("Mask mode", Float) =
_Center("Center", vector) = (, , , )
_Radius("Radius", Range(,)) = // 圆半径
_RectangleSize("Rectangle Size", vector) = (, , , ) // 矩形边长
_TransitionRange("Transition Range", Range(, )) =
} 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
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA 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
#pragma multi_compile _MASKMODE_ROUND _MASKMODE_RECTANGLE _MASKMODE_NULL 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;
UNITY_VERTEX_OUTPUT_STEREO
}; fixed4 _TintColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float2 _Center;
half _Radius;
float2 _RectangleSize;
half _TransitionRange; 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.texcoord = v.texcoord; OUT.color = v.color * _TintColor;
return OUT;
} sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target
{
half4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif #ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif #ifdef _MASKMODE_ROUND
// 计算片元世界坐标和目标中心位置的距离
half dis = distance(i.worldPosition.xy, _Center.xy);
// 过滤掉距离小于(半径-过渡范围)的片元
clip(dis - (_Radius - _TransitionRange));
// 是否在圆里面
int inside = step(dis, _Radius);
// 计算过渡范围内的alpha值
color.a *= ( - inside) + inside * (dis - (_Radius - _TransitionRange)) / _TransitionRange;
#elif _MASKMODE_RECTANGLE
// 计算片元世界坐标和目标中心位置的距离
half disX = distance(i.worldPosition.x, _Center.x);
half disY = distance(i.worldPosition.y, _Center.y);
// x决定像素点应该去掉返回1,不去掉返回0
int clipX = step(disX, _RectangleSize.x-_TransitionRange);
int clipY = step(disY, _RectangleSize.y-_TransitionRange);
clip(disX - (_RectangleSize.x -_TransitionRange) * clipY);
clip(disY - (_RectangleSize.y -_TransitionRange) * clipX); // x在范围内返回1,不在范围内返回0
int insideX = step(disX, _RectangleSize.x);
int insideY = step(disY, _RectangleSize.y);
half alphaX= ( - insideX) + insideX * (disX - (_RectangleSize.x - _TransitionRange)) / _TransitionRange;
half alphaY= ( - insideY) + insideY * (disY - (_RectangleSize.y - _TransitionRange)) / _TransitionRange;
color.a *= max(alphaX, alphaY);
#endif
return color;
}
ENDCG
}
}
}

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