UGUI UICircle Shader版

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就给头像不用蒙版画个圈,没啥好说的,直接贴代码.(100个单位比mask和PopulateMesh好了几十倍吧,单位越多性能差距越大

Shader "Unlit/UICircle"
{
    Properties
    {
        [PerRendererData] _MainTex ("MainTex", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)

        [Header(Stencil)]
        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15
        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        Cull Off //关闭剔除
        Lighting Off
        ZWrite Off //关闭深度写入
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #pragma multi_compile __ UNITY_UI_ALPHACLIP

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
                half2 texcoord : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            float4 _MainTex_TexelSize;
            float4 _Color;
            float _Width;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(IN);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);

                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                return OUT;
            }

            half IsInCir(half2 p)
            {
                const half x = p.x - 0.5; //m_cirVertex 是圆的圆心坐标
                const half y = p.y - 0.5;
                const half dis = sqrt(pow(x, 2) + pow(y, 2));
                return 1 - step(0.5, dis);
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                const half alpha = IsInCir(IN.texcoord);
                half4 color = tex2D(_MainTex, IN.texcoord) * IN.color * _Color;
                color.a *= alpha;
                return color;
            }
            ENDCG
        }
    }
}

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