【Shader】用 Shader 画圆

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:

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