73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
Shader "Custom/SpriteHole"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Radius ("Hole Radius", Float) = 0.3
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_EdgeSharpness ("Edge Sharpness", Float) = 200
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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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"RenderType"="Transparent"
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"PreviewType"="Plane"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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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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float2 _HoleCenter;
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float _Radius;
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float _EdgeSharpness;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
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OUT.color = IN.color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
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float2 center = float2(0.5, 0.5);
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float dist = distance(IN.texcoord, center);
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float circle = saturate((dist - _Radius) * _EdgeSharpness);
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c.a *= circle;
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return c;
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}
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ENDCG
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}
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}
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} |