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ihob/Assets/ProCamera2D/Runtime/Code/Helpers/TransitionFX/Resources/PC2D_Circle.shader
2026-02-21 17:04:05 -08:00

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Shader "Hidden/ProCamera2D/TransitionsFX/Circle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
}
SubShader
{
// No culling or depth
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 _Step;
float4 _BackgroundColor;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
float aspectRatio = _ScreenParams.y / _ScreenParams.x;
if (sqrt((float)(pow(i.uv.x - 0.5, 2) + pow((i.uv.y - 0.5) * aspectRatio, 2) < 0.5 - (_Step / 2))))
colour = tex2D(_MainTex, i.uv);
return colour;
}
ENDCG
}
}
}