Shader "DashGame/Timer" { Properties { _MainTex ("Texture", 2D) = "white" {} [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "PreviewType" = "Plane" "IgnoreProjector" = "True" "CanUseSpriteAtlas" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityUI.cginc" #include "UnityCG.cginc" struct appdata { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : POSITION; }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : SV_POSITION; }; float _Fill; float4 _MainTex_ST; sampler2D _MainTex; v2f vert (appdata v) { v2f o; o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.a *= i.color.a; float angleF; float angleR; if(_Fill>=1) { col.a=0; } else { if(i.uv.x <= 0.5 && i.uv.y >= 0.5) { float x = 0.5-i.uv.x; float y = i.uv.y - 0.5; angleR = degrees(atan(x/y)); } else if(i.uv.x <= 0.5 && i.uv.y <= 0.5) { float x = 0.5-i.uv.x; float y = 0.5-i.uv.y; angleR = 90 + degrees(atan(y/x)); } else if(i.uv.x >= 0.5 && i.uv.y <= 0.5) { float x = i.uv.x-0.5; float y = 0.5-i.uv.y; angleR = 180 + degrees(atan(x/y)); } else if(i.uv.x >= 0.5 && i.uv.y >= 0.5) { float x = i.uv.x-0.5; float y = i.uv.y-0.5; angleR = 270 + degrees(atan(y/x)); } angleF = 360*_Fill; float angleOffset = angleF - angleR; if(angleOffset > 45) { col.a*=1-(angleOffset-45)/45; } else if (angleOffset < 0) { col.a = 0; } } return col; } ENDCG } } }