Shader /*ase_name*/"Hidden/Templates/UI-Default"/*end*/ { Properties { [PerRendererData] _MainTex ("Sprite 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 /*ase_props*/ } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend One OneMinusSrcAlpha ColorMask [_ColorMask] /*ase_pass*/ Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.5 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP /*ase_pragma*/ struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p;uv0=tc0.xy;c=c*/ }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(3,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/ }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; /*ase_globals*/ v2f vert(appdata_t v /*ase_vert_input*/) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); /*ase_vert_code:v=appdata_t;OUT=v2f*/ v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/; float4 vPosition = UnityObjectToClipPos(v.vertex); OUT.worldPosition = v.vertex; OUT.vertex = vPosition; float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.texcoord = v.texcoord; OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN /*ase_frag_input*/) : SV_Target { //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) //The incoming alpha could have numerical instability, which makes it very sensible to //HDR color transparency blend, when it blends with the world's texture. const half alphaPrecision = half(0xff); const half invAlphaPrecision = half(1.0/alphaPrecision); IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; /*ase_frag_code:IN=v2f*/ half4 color = /*ase_frag_out:Color;Float4*/IN.color * (tex2D(_MainTex, TRANSFORM_TEX(IN.texcoord.xy, _MainTex)) + _TextureSampleAdd)/*end*/; #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif color.rgb *= color.a; return color; } ENDCG } } CustomEditor "AmplifyShaderEditor.MaterialInspector" }