This is a simple circle wipe used based on where users tap on their screen. I would like to make the outline of the circle blurry. If there is anyone who knows how to add blurry effect, would you give me some advice? Hopefully,
I would like the outline to be as blurry as the one in the link below.
Here’s the shader I use.
Shader "Unlit/CircleWipe"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FadeTex("Fade Texture", 2D) = "white" {}
_Radius("Wipe Radius", Float) = 0
_Horizontal("Horizontal ratio", Float) = 0
_Vertical("Vertical ratio", Float) = 0
_RadiusSpeed("Radius Speed", Float) = 1
_CenterX("Center X", Range(0.0, 1.0)) = 0.5
_CenterY("Center Y", Range(0.0, 1.0)) = 0.5
_FadeColour("Fade Colour", Color) = (1,1,1,0)
_Offset("Offset", Vector) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _FadeTex;
float4 _MainTex_ST;
float _Radius;
float _Horizontal;
float _Vertical;
float _RadiusSpeed;
float _CenterX;
float _CenterY;
fixed4 _FadeColour : COLOR;
float4 _Offset;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 fadeCol = _FadeColour * tex2D(_FadeTex, i.uv);
float3 pos = float3((i.uv.x - _Offset.x - 0.5) / _Vertical,
(i.uv.y - _Offset.y - 0.5) / _Horizontal, 0);
return length(pos) > _Radius / _RadiusSpeed ? col : _FadeColour;
}
ENDCG
}
}
}