Paste_Image.png
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Angle("Angle", Range(0, 6.28318530718)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex :
POSITION;
float2 uv :
TEXCOORD0;
};
struct v2f
{
float2 uv :
TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex :
SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Angle;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
float k = tan(_Angle);
fixed x = i.uv.x - 0.5;
fixed y = i.uv.y - 0.5;
if (_Angle < UNITY_PI / 2)
{
if (y < k * x || y > 0)
col.a = 0;
}
else if (_Angle < UNITY_PI)
{
if (y > k * x || y > 0)
col.a = 0;
}
else if (_Angle < UNITY_PI / 2 * 3)
{
if (y > k * x && y > 0)
col.a = 0;
}
else
{
if (y < k * x && y > 0)
col.a = 0;
}
return col;
}
ENDCG
}
}
}
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