Created
March 26, 2019 10:34
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Simple masking radial shader
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Shader "Hidden/NewImageEffectShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_MaskTex ("Mask", 2D) = "white" {} | |
_MaskValue ("Mask Value", range(0,1)) = 0.0 | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Blend SrcAlpha OneMinusSrcAlpha | |
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; | |
sampler2D _MaskTex; | |
float _MaskValue; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 source = tex2D(_MainTex, i.uv); | |
float mask = (atan2(i.uv.y*2-1, i.uv.x*2-1)/UNITY_PI)/2+0.5; | |
float stepValue = step(mask, _MaskValue); | |
fixed4 value = stepValue; | |
source.a = (source.a * stepValue); | |
source.rgb = source * value; | |
return source; | |
} | |
ENDCG | |
} | |
} | |
} |
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