60 lines
1.2 KiB
Plaintext
60 lines
1.2 KiB
Plaintext
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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