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RadialFill.shader
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RadialFill.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/RadialFill"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Angle("Angle", Range(0, 360)) = 0
_Arc1("Arc Point 1", Range(0, 360)) = 15
_Arc2("Arc Point 2", Range(0, 360)) = 15
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
float _Angle;
float _Arc1;
float _Arc2;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
//-------- Creating arc --------//
// sector start/end angles
float startAngle = _Angle - _Arc1;
float endAngle = _Angle + _Arc2;
// check offsets
float offset0 = clamp(0, 360, startAngle + 360);
float offset360 = clamp(0, 360, endAngle - 360);
// convert uv to atan coordinates
float2 atan2Coord = float2(lerp(-1, 1, IN.texcoord.x), lerp(-1, 1, IN.texcoord.y));
float atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
// convert angle to 360 system
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
return c;
}
ENDCG
}
}
}