2025-02-21 17:26:17 +08:00

87 lines
1.5 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/EraserBrush"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BrushTex("Brush Texture",2D)= "white" {}
_Color("Color",Color)=(1,1,1,1)
_UV("UV",Vector)=(0,0,0,0)
_Size("Size",Range(1,1000))=1
_SizeY("SizeY",Range(1,1000))=1
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
ZTest Always Cull Off ZWrite Off Fog{ Mode Off }
Blend Off
//Blend One DstColor
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;
sampler2D _BrushTex;
fixed4 _UV;
float _Size;
float _SizeY;
fixed4 _Color;
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
{
// sample the texture
float size = _Size;
float2 uv = i.uv + (0.5f / size);
uv = uv - _UV.xy;
uv *= size;
float sizeY = _SizeY;
uv.y=uv.y*sizeY/size;
float cirle = pow(uv.x-0.5f, 2)+pow(uv.y-0.5f*sizeY/size, 2);
if(cirle>0.25f)
discard;
fixed4 col = tex2D(_BrushTex,uv);
col.rgb = 1;
col *= _Color;
return col;
}
ENDCG
}
}
}