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- 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"
- }
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