// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Game/RadialFill" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _Angle("Angle", Range(0, 360)) = 0 _Arc1("Arc Point 1", Range(0, 360)) = 15 _Arc2("Arc Point 2", Range(0, 360)) = 15 [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; float _Angle; float _Arc1; float _Arc2; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D (_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; //-------- Creating arc --------// // sector start/end angles float startAngle = _Angle - _Arc1; float endAngle = _Angle + _Arc2; // check offsets float offset0 = clamp(0, 360, startAngle + 360); float offset360 = clamp(0, 360, endAngle - 360); // convert uv to atan coordinates float2 atan2Coord = float2(lerp(-1, 1, IN.texcoord.x), lerp(-1, 1, IN.texcoord.y)); float atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees, 180 / 3.1416 = 57.3 // convert angle to 360 system if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; return c; } ENDCG } } }