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@kudorgyozo
Last active June 21, 2022 09:39
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unity surface shader that draws a transparent circle around the mouse (use case: to show what is behind a wall in an isometric game)
void Start()
{
theRenderer = GetComponent<MeshRenderer>();
theRenderer.material.SetVector("_Resolution", new Vector4((float)Screen.width, (float)Screen.height, 0, 0));
}
void OnMouseEnter()
{
theRenderer.material = hoverMaterial;
theRenderer.material.SetVector("_Resolution", new Vector4((float)Screen.width, (float)Screen.height, 0, 0));
}
void OnMouseExit()
{
theRenderer.material = normalMaterial;
}
void OnMouseOver()
{
//Debug.Log(Screen.width);
theRenderer.material.SetVector("_MousePos", new Vector4((float)Input.mousePosition.x, (float)Input.mousePosition.y, 0, 0));
}
Shader "Custom/transparentcircle"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
//_MousePos ("MousePos", Vector) = (0,0,0,0)
_Resolution ("Resolution", Vector) = (800,600,0,0)
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade //finalcolor:mycolor
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float4 screenPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _MousePos;
float2 _Resolution;
bool _enabled;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
screenUV.xy *= _Resolution;
float2 MousePos = float2(_MousePos.x, _MousePos.y);
float d = distance(MousePos, screenUV); // [0 .. 99999]
float maxd = _Resolution.x / 14; // 100
float feather = maxd / 6; // 10
d = smoothstep(maxd-feather, maxd, d); // [0 0 0 0 0 90, / / / 100 1 1 1 1 1 1]
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = d;
}
ENDCG
}
FallBack "Diffuse"
}
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