Shader "Unlit/ShaderMask"
{
Properties
{
[KeywordEnum(Height, Width, Radius)] _Mode("Mask mode", Float) = 0
_Value("Height",Range(0,1)) = 0.5
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IngnoreProjector" = "True" "RenderType" = "Transparent" }
Pass
{
Tags{ "LightMode" = "ForwardBase" }
//必须加入才能实现透明效果
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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 _Value;
float _Mode;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
if (_Mode == 0) {
if (i.uv.y >= _Value) {
return fixed4(1, 1, 1, 0);
}
}
if (_Mode == 1) {
if (i.uv.x >= _Value) {
return fixed4(1, 1, 1, 0);
}
}
if (_Mode == 2) {
float dis = distance(i.uv, (0.5f, 0.5f));
if (dis >= _Value) {
return fixed4(1, 1, 1, 0);
}
}
return col;
}
ENDCG
}
}
}