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70 行
1.9 KiB
70 行
1.9 KiB
Shader "UI/Loading"
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{
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Properties
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{
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_Color ("Color", Color) = (1.0,1.0,1.0,1.0)
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_Exponent ("Exponent", Float) = 1.0
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_Radius ("Radius", Range(0.0,1.0)) = 0.8
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_Width ("Width", Range(0.0,1.0)) = 0.2
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_Smooth ("Smooth", Range(0.0,0.2)) = 0.02
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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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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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 = v.uv;
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return o;
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}
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float4 _Color;
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float _Exponent;
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float _Radius;
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float _Width;
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float _Smooth;
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fixed4 frag (v2f i) : SV_Target
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{
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i.uv -= 0.5;
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float2 polar = float2(distance(float2(0,0),i.uv.xy), atan2(i.uv.y, i.uv.x)) * float2(2.0, 0.50 / UNITY_PI) + float2(0, 0.5);
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float minCircle = _Radius - (_Width / 2);
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float maxCircle = _Radius + (_Width / 2);
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float circle = smoothstep(minCircle - _Smooth, minCircle + _Smooth, polar.x) * (1.0 - smoothstep(maxCircle - _Smooth, maxCircle + _Smooth, polar.x));
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float spin = pow(1.0 - frac(polar.y + _Time.y), _Exponent);
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_Color.a *= circle * spin;
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return _Color;
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}
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ENDCG
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}
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}
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}
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