Shader "Unlit/DrawCircle"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
_Radius("Radius", Range(0, 1)) = 0.15
_Radius2("Radius2", Range(0, 1)) = 0.25
_Radius3("Radius3", Range(0, 1)) = 0.35
_Thickness("Thickness", Range(0, 1)) = 0.02
_Angle("Angle", Range(0, 1)) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" "IngnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 200
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Radius, _Thickness, _Angle;
fixed4 _Color;
v2f vert(appdata v)
{
v2f o