Shader "GUI/EllipseMaskedContent"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[Header(Stencil Settings)]
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_StencilComp ("Stencil Comparison", Float) = 3 // Equal
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_Stencil ("Stencil ID", Float) = 1
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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// 被遮罩的内容渲染
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Pass
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{
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Name "Masked Content"
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp] // Equal
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Pass Keep
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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ZWrite Off
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _Color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 color = tex2D(_MainTex, i.texcoord) * i.color;
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return color;
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}
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ENDCG
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}
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}
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}
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