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aibis-dream/Assets/Resources/Shader/FadeRing.shader
T
2025-01-23 18:32:25 +08:00

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Shader "Unlit/CircleProgressBar"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Progress("Progress",Range(0,1)) = 0.5
}
SubShader
{
Tags
{
"RenderType"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
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;
float _Progress;
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
{
float4 col = tex2D(_MainTex, i.uv);
float4 final = step(1 - col.r, _Progress);
float3 ramp = lerp(float3(0, 1, 0), float3(1, 0, 0), _Progress);
final.rgb = final.rgb * ramp;
final.a = col.a;
if (1 - col.r > _Progress)
{
final.a = 0;
}
return final;
}
ENDCG
}
}
}