Shader "Custom/AttackRangeEffect" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Width("RoundWidth", int) = 100
}
SubShader {
Pass {
ZTest Off
ZWrite Off
ColorMask 0
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 oPos : TEXCOORD1;
};
fixed4 _Color;
int _Width;
float4 _MainTex_ST;
v2f vert (appdata_base v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.oPos = v.vertex;
return o;
}
fixed4 frag(v2f i) : COLOR{
float dis = sqrt(i.oPos.x * i.oPos.x + i.oPos.y * i.oPos.y);
float maxDistance = 0.5;
if(dis > 0.5){
discard;
}else{
float ringWorldRange = _Object2World[0][0];
float minDistance =(ringWorldRange * 0.5 - _Width)/ringWorldRange;
if(dis < minDistance){
discard;
}
_Color.a = (dis - minDistance)/(0.5 - minDistance);
}
return _Color;
}
ENDCG
}
}
FallBack "Diffuse"
}