![Negin Soltani](/assets/img/avatar_default.png)
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
68 lines
1.3 KiB
Plaintext
68 lines
1.3 KiB
Plaintext
Shader "World Political Map/Demos/CirclePaint"
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{
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Properties
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{
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_MaskTex("Mask Tex", 2D) = "white" {}
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_Color ("Color (RGBA)", Color) = (0,0,1,0.5)
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_CenterAndRadius("Center (XY) Radius (Z)", Vector) = (0.5,0.5,0.1)
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_UVRect ("UV Rect", Vector) = (0,0,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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Blend SrcAlpha One
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ZWrite Off
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Cull Off
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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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sampler2D _MaskTex;
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float3 _CenterAndRadius;
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fixed4 _Color;
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float4 _UVRect;
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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 = lerp(_UVRect.xy, _UVRect.xy + _UVRect.zw, v.uv);
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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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fixed4 c = tex2D(_MaskTex, i.uv);
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#if !UNITY_COLORSPACE_GAMMA
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c.rgb = LinearToGammaSpace(c.rgb);
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#endif
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clip(0.1 - c.b);
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float dx = i.uv.x - _CenterAndRadius.x;
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dx *= 1.6;
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float dy = i.uv.y - _CenterAndRadius.y;
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float sqrDist = dot(float2(dx, dy), float2(dx, dy));
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return _Color * saturate(_CenterAndRadius.z / sqrDist);
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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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