Shader "Custom/SimpleCircleShader" {
Properties {
_Parameters ("Circle Parameters" , Vector) = (0.5, 0.5, 60, 0)
_CircleColor ("Circle Color", Color) = (0, 1, 1, 1)
_BackgroundColor("Background Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "ShaderToyDefines.cginc"
#pragma target 3.0
float4 _Parameters;
float4 _CircleColor;
float4 _BackgroundColor;
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
return o;
}
vec4 main(vec2 fragCoord);
fixed4 frag(v2f _iParam) : COLOR0 {
return main(gl_FragCoord);
}
vec4 circle(vec2 pos, vec2 center, float radius, float3 color, float antialias) {
float d = length(pos - center) - radius;
float t = smoothstep(0, antialias, d);
return vec4(color, 1.0 - t);
}
vec4 main(vec2 fragCoord) {
vec2 pos = fragCoord;
vec4 layer1 = vec4(_BackgroundColor.rgb, 1.0);
vec4 layer2 = circle(pos, _Parameters.xy * iResolution.xy, _Parameters.z, _CircleColor.rgb, _Parameters.w);
return mix(layer1, layer2, layer2.a);
}
ENDCG
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
头文件:
/* ------------------------ Shader Toy 着色器输入 -----------------------------------
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
uniform float iSampleRate; // sound sample rate (i.e., 44100)
-------------------------------------------------------------------------------------*/
// 定义一系列宏和 Shader Toy 中的 GLSL 衔接
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define mat4 float4x4
#define iGlobalTime _Time.y
#define mod fmod
#define mix lerp
#define fract frac
#define texture2D tex2D
#define iResolution _ScreenParams
#define gl_FragCoord ((_iParam.scrPos.xy / _iParam.scrPos.w) * _ScreenParams.xy)
#define PI2 6.28318530718
#define pi 3.14159265358979
#define halfpi (pi * 0.5)
#define oneoverpi (1.0 / pi)
效果图: