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5 天以前 c829b4470ea3c674565ae6288ecefb339ab873b5
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Shader "GUI/EllipseMaskedContent"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        
        [Header(Stencil Settings)]
        _StencilComp ("Stencil Comparison", Float) = 3  // Equal
        _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"
        }
 
        // 被遮罩的内容渲染
        Pass
        {
            Name "Masked Content"
            
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]  // 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;
                return color;
            }
            ENDCG
        }
    }
}