Shader "Custom/UIRoundBorder"
{
Properties
{
//主纹理
_MainTex ("Texture", 2D) = "white" {}
//边框颜色
_Color("Color", Color) = (1, 0, 0, 1)
//外边缘宽度 0~0.5
_NormalMargin("NormalMargin", Range(0, 0.5)) = 0.1
//要挖空的内圆半径范围 0~0.5
_NormalRadius("NormalRadius", Range(0, 0.5)) = 0.4
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" }
LOD 100
//开启Alpha混合才能调节透明度
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _NormalMargin;
fixed _NormalRadius;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//纹理中心
fixed2 center = fixed2(0.5, 0.5);
//计算uv向量
fixed2 p = i.uv - center;
//向量长度
fixed len = length(p);
//裁剪边缘外的区域
fixed marginRadius = _NormalRadius + _NormalMargin;
//裁剪掉不在边缘内的区域
clip(marginRadius - len);
clip(len - _NormalRadius);
//加个Alpha渐变效果
_Color.a = (marginRadius - len) / _NormalMargin;
return _Color;
}
ENDCG
}
}
}