Shader "Custom/EdgeBlurImage"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Radius("Radius", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
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;
float _Radius;
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
{
//中心点UV坐标
fixed2 center = fixed2(0.5, 0.5);
//方向向量
fixed2 dir = i.uv - center;
//向量长度[0,1]
fixed len = length(dir) * 2;
//圆环宽度
fixed cw = 1.0 - _Radius;
//当前圆环宽度
fixed cr = len - _Radius;
//当前圆环宽度百分比
fixed cl = cr / cw;
fixed dv = step(0, cr);
fixed a = 1 - cl * dv;
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
col.a = a;
return col;
}
ENDCG
}
}
}
效果