Files
CopterSimulator/Unity/Assets/Materials/JoystickCircle.shader
T
2025-05-13 03:30:23 +03:00

60 lines
1.2 KiB
Plaintext

Shader "Custom/JoystickCircle" {
Properties{
_Color ("Main Color", Color) = (1,1,1,1)
_Falloff ("Falloff", Float) = 0.025
}
SubShader {
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Falloff;
float4 _Color;
struct v2f {
float4 pos : SV_POSITION;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v){
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.color = v.normal * 0.5 + 0.5;
o.uv = v.texcoord.xy;
return o;
}
half4 frag (v2f i) : COLOR{
float radius = length(i.uv - 0.5f) * 2.0f;
//clip(1.0f - radius);
float falloffRadius = 1.0f - clamp(radius, 1.0f - _Falloff, 1.0f);
float falloff = pow(falloffRadius / _Falloff, 1.0f / 2);
float3 color = falloff;
return half4 (_Color.rgb, _Color.a * falloff);
}
ENDCG
}
}
Fallback "VertexLit"
}