Shader "GUI/EllipseMask"
|
{
|
Properties
|
{
|
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
_Color ("Tint", Color) = (1,1,1,1)
|
|
[Header(Ellipse Settings)]
|
_EllipseCenter ("Ellipse Center", Vector) = (0.5, 0.5, 0, 0)
|
_EllipseRadius ("Ellipse Radius", Vector) = (0.5, 0.5, 0, 0)
|
_Softness ("Softness", Range(0, 0.5)) = 0.1
|
|
[Header(Stencil Settings)]
|
_StencilComp ("Stencil Comparison", Float) = 8
|
_Stencil ("Stencil ID", Float) = 1
|
_StencilOp ("Stencil Operation", Float) = 0
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
_ColorMask ("Color Mask", Float) = 15
|
}
|
|
SubShader
|
{
|
Tags
|
{
|
"Queue" = "Transparent"
|
"IgnoreProjector" = "True"
|
"RenderType" = "Transparent"
|
"PreviewType" = "Plane"
|
"CanUseSpriteAtlas" = "True"
|
}
|
|
// 椭圆形遮罩写入Pass
|
Pass
|
{
|
Name "Ellipse Mask Write"
|
|
Stencil
|
{
|
Ref [_Stencil]
|
Comp Always
|
Pass Replace
|
ReadMask [_StencilReadMask]
|
WriteMask [_StencilWriteMask]
|
}
|
|
ColorMask 0 // 不写入颜色,只写入模板
|
ZWrite Off
|
Cull Off
|
Blend Off
|
|
CGPROGRAM
|
#pragma vertex vert
|
#pragma fragment frag
|
#include "UnityCG.cginc"
|
|
struct appdata_t
|
{
|
float4 vertex : POSITION;
|
float2 texcoord : TEXCOORD0;
|
};
|
|
struct v2f
|
{
|
float4 vertex : SV_POSITION;
|
float2 texcoord : TEXCOORD0;
|
};
|
|
sampler2D _MainTex;
|
float4 _MainTex_ST;
|
float4 _EllipseCenter;
|
float4 _EllipseRadius;
|
float _Softness;
|
|
v2f vert(appdata_t v)
|
{
|
v2f o;
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
return o;
|
}
|
|
fixed4 frag(v2f i) : SV_Target
|
{
|
// 计算到椭圆中心的距离(归一化坐标)
|
float2 center = _EllipseCenter.xy;
|
float2 radius = _EllipseRadius.xy;
|
|
// 椭圆方程:(x-center.x)^2/radius.x^2 + (y-center.y)^2/radius.y^2 <= 1
|
float2 pos = i.texcoord;
|
float dx = (pos.x - center.x) / radius.x;
|
float dy = (pos.y - center.y) / radius.y;
|
float ellipseValue = dx * dx + dy * dy;
|
|
// 软边缘处理 - 调整椭圆边界
|
float adjustedEllipseValue = ellipseValue;
|
if (_Softness > 0)
|
{
|
// 使用smoothstep创建软边缘过渡
|
adjustedEllipseValue = smoothstep(1.0 - _Softness, 1.0 + _Softness, ellipseValue);
|
}
|
|
// 如果不在椭圆内,则丢弃像素
|
clip(1.0 - adjustedEllipseValue - 0.01);
|
return fixed4(0, 0, 0, 0);
|
}
|
ENDCG
|
}
|
|
// 正常渲染Pass - 只在模板匹配的区域渲染
|
Pass
|
{
|
Name "Masked Content"
|
|
Stencil
|
{
|
Ref [_Stencil]
|
Comp Equal
|
Pass Keep
|
ReadMask [_StencilReadMask]
|
WriteMask [_StencilWriteMask]
|
}
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
ColorMask [_ColorMask]
|
ZWrite Off
|
Cull Off
|
|
CGPROGRAM
|
#pragma vertex vert
|
#pragma fragment frag
|
#include "UnityCG.cginc"
|
|
struct appdata_t
|
{
|
float4 vertex : POSITION;
|
float4 color : COLOR;
|
float2 texcoord : TEXCOORD0;
|
};
|
|
struct v2f
|
{
|
float4 vertex : SV_POSITION;
|
fixed4 color : COLOR;
|
float2 texcoord : TEXCOORD0;
|
};
|
|
sampler2D _MainTex;
|
float4 _MainTex_ST;
|
fixed4 _Color;
|
|
v2f vert(appdata_t v)
|
{
|
v2f o;
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
o.color = v.color * _Color;
|
return o;
|
}
|
|
fixed4 frag(v2f i) : SV_Target
|
{
|
fixed4 color = tex2D(_MainTex, i.texcoord) * i.color;
|
// 遮罩本身不显示颜色,只用于模板测试
|
color.a = 0;
|
return color;
|
}
|
ENDCG
|
}
|
}
|
}
|