对图片的四角进行剪切
Shader "Custom/Mask" {
Properties {
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Max ("Radius", Range(0,0.5)) = 0.5
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
}
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Max;
sampler2D _MainTex;
half4 _MainTex_ST;
sampler2D _ClipTex;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
return o;
}
float calculate(float2 uv)
{
float c;
float2 r;
float mask;
if(_Max < 0.5)
{
r.x = (uv.x < _Max) ? uv.x - _Max : ((uv.x > 1 - _Max) ? uv.x + _Max - 1 : 0);
r.y = (uv.y < _Max) ? uv.y - _Max : ((uv.y > 1 - _Max) ? uv.y + _Max - 1 : 0);
mask = _Max;
}
else
{
r.x = abs(0.5 - uv.x);
r.y = abs(0.5 - uv.y);
mask = 1 - _Max;
}
float rr = length(r);
if(rr > mask)
{
c = 0;
}
else
{
c = 1;
}
return c;
}
fixed4 frag (v2f i) : COLOR
{
float4 c = i.color;
c.a = calculate(i.texcoord.xy);
fixed4 col = tex2D(_MainTex, i.texcoord) * c;
clip (col.a - 0.01);
return col;
}
ENDCG
}
}
}