Shader "Custom/SpriteFill"
{
Properties
{
_MainColor("Color",Color) = (1,0,0,1)
[PerRendererData] _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Angle("Angle",Range(0,360)) = 360
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma shader_feature _CLOCKWISE_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half _Angle;
fixed _Gradient;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
half2 cuv = i.texcoord - half2(0.5, 0.5);;
half2 luv = half2(1, 0);
half2 s = cuv.x * luv.y - luv.x * cuv.y;
half2 c = cuv.x * luv.x + cuv.y * luv.y;
half2 angle = 0;
#if _CLOCKWISE_ON
angle = atan2(s, c) * (180 / 3.1416);
#else
angle = atan2(s, -c) * (180 / 3.1416);
#endif
angle += step(0, cuv.y) * 360;
clip(_Angle - angle);
return col * _MainColor;
}
ENDCG
}
}
}