Shader "DashGame/Mask" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { fixed4 color : COLOR; float4 vertex : SV_POSITION; float4 screenPos : TEXCOORD1; float2 texcoord : TEXCOORD0; }; float _RadiusX; float _RadiusY; float2 _Center; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.screenPos = ComputeScreenPos(OUT.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; float x = IN.screenPos.x - _Center.x; float y = IN.screenPos.y - _Center.y; if (abs(x) < _RadiusX && abs(y) < _RadiusY) { c.a = 0; } return c; } ENDCG } } }