64 lines
1.5 KiB
Plaintext
64 lines
1.5 KiB
Plaintext
Shader "Unlit/CircleProgressBar"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Progress("Progress",Range(0,1)) = 0.5
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Transparent"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Progress;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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float4 final = step(1 - col.r, _Progress);
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float3 ramp = lerp(float3(0, 1, 0), float3(1, 0, 0), _Progress);
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final.rgb = final.rgb * ramp;
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final.a = col.a;
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if (1 - col.r > _Progress)
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{
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final.a = 0;
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}
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return final;
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}
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ENDCG
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}
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}
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} |