Shader "UI/GuideMask"
{
Properties
{
[PreRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWritemask("Stencil Write Mask", Float ) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_Center("Center", vector) = (0, 0, 0, 0)
_Slider("Slider", Range(0, 1500)) = 1500
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadmask]
Writemask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unit_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile__UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertext : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _Slider;
float2 _Center;
v2f vert (appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertext;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag (v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.a *= (distance(IN.worldPosition.xy, _Center.xy) > _Slider);
color.rgb *= color.a;
return color;
}
ENDCG
}
}
}
The above shader is from others. It means to create an oval white shape on a gray mask. The oval shape size is controlled by the _Slider
parameter.
To create an rectangle shape mask, let’s add a _RectSize
to control the width and height for the rectangle.
_Center("Center", vector) = (0, 0, 0, 0)
_RectSize("RectSize", vector) = (0, 0, 0, 0)
_Slider("Slider", Range(1, 5)) = 1
float2 size = _RectSize.xy * _Slider;
float2 d = abs(IN.worldPosition - _Center.xy) - (size);
float2 d2 = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
float d3 = smoothstep(0.0, 5.0, d2);
color.a *= d3;