Shader "Custom/EdgeBlurImage" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Radius("Radius", Range(0, 1)) = 0.5 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _Radius; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { //中心点UV坐标 fixed2 center = fixed2(0.5, 0.5); //方向向量 fixed2 dir = i.uv - center; //向量长度[0,1] fixed len = length(dir) * 2; //圆环宽度 fixed cw = 1.0 - _Radius; //当前圆环宽度 fixed cr = len - _Radius; //当前圆环宽度百分比 fixed cl = cr / cw; fixed dv = step(0, cr); fixed a = 1 - cl * dv; fixed4 col = tex2D(_MainTex, i.uv) * _Color; col.a = a; return col; } ENDCG } } }
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