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Unity3D UGUI Shader畫一個圓環

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Shader "Unlit/NewUnlitShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)

        _StencilComp("Stencil Comparison", Float) = 8

        _Stencil("Stencil ID", Float) = 0

        _StencilOp("Stencil Operation", Float) = 0

        _StencilWriteMask(
"Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 _Width("_Width", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "
True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Cull Off Lighting Off Fog{ Mode Off } Blend SrcAlpha OneMinusSrcAlpha Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } ColorMask[_ColorMask] Pass { 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; float _Width; float4 _Color; 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 { float d = distance(i.uv,float2(0.5,0.5)); if (d < 0.5- 2/ _Width) { discard; } if (d > 0.5) { discard; } fixed4 col = tex2D(_MainTex, i.uv); return col*_Color; } ENDCG } } }

Unity3D UGUI Shader畫一個圓環