Pass { CGPROGRAM // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs. #pragma exclude_renderers gles #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainColor; float _RoundRadius; struct texCoord { float2 inputTexCoord : TEXCOORD0; }; float4 frag(texCoord input) : COLOR { float x = input.inputTexCoord.x; float y = input.inputTexCoord.y; float4 col = tex2D(_MainTex,input.inputTexCoord)*_MainColor; float radius = _RoundRadius; if(x<radius && y<radius) { if(pow(x-radius,2)+pow(y-radius,2)>radius*radius) { discard; } } else if(x>1-radius && y>1-radius) { if(pow(x-(1-radius),2)+pow(y-(1-radius),2)>radius*radius) { discard; } } else if(x<radius && y>1-radius) { if(pow(x-radius,2)+pow(y-(1-radius),2)>radius*radius) { discard; } } else if(x>1-radius && y<radius) { if(pow(x-(1-radius),2)+pow(y-radius,2)>radius*radius) { discard; } } return col; } ENDCG }
效果图
时间: 2024-10-04 02:53:23