Created
November 20, 2019 07:23
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This code provide a mask for free aspect rectangle.
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Shader "NrealRoom/ViewMask" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Width("Width", Float) = 10.0 | |
} | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float _Direction; | |
float _Width; | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
float2 uv = abs(i.uv * 2.0 - 1.0); | |
float xu = _Width / _ScreenParams.x * 0.5; | |
float yu = _Width / _ScreenParams.y * 0.5; | |
float x = smoothstep(0, xu, 1.0 - uv.x); | |
float y = smoothstep(0, yu, 1.0 - uv.y); | |
col = lerp(float4(0, 0, 0, 0), col, x * y); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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