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Shader "Custom/JoystickCircle" {
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Properties{
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_Color ("Main Color", Color) = (1,1,1,1)
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_Falloff ("Falloff", Float) = 0.025
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}
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SubShader {
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType"="Plane"
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}
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest Always
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float _Falloff;
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float4 _Color;
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struct v2f {
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float4 pos : SV_POSITION;
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float3 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_base v){
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v2f o;
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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o.color = v.normal * 0.5 + 0.5;
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o.uv = v.texcoord.xy;
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return o;
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}
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half4 frag (v2f i) : COLOR{
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float radius = length(i.uv - 0.5f) * 2.0f;
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//clip(1.0f - radius);
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float falloffRadius = 1.0f - clamp(radius, 1.0f - _Falloff, 1.0f);
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float falloff = pow(falloffRadius / _Falloff, 1.0f / 2);
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float3 color = falloff;
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return half4 (_Color.rgb, _Color.a * falloff);
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}
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ENDCG
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}
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}
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Fallback "VertexLit"
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}
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Shader "Unlit/Oscilloscope"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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ZTest Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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return i.color;
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}
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ENDCG
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}
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}
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}
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Shader "Custom/SegmentDisplay" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_EmissionColor("EmissionColor", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_SegmentMask("Segment mask", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 4.0
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sampler2D _MainTex;
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sampler2D _SegmentMask;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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float4 _EmissionColor;
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int segments;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float4 cc = tex2D(_MainTex, IN.uv_MainTex);
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float msk = tex2D(_SegmentMask, IN.uv_MainTex).r;
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uint id = (uint)(msk * 255.0f) / 20;
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//o.Emission = msk;
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if ((uint)segments & (1 << (id - 1))) {
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o.Emission = _EmissionColor.rgb *cc.r;
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}
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o.Albedo = cc.r * 0.08f;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha =1;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user