UI_EffectAPAD_01.shader 3.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138
  1. Shader "RO/UI_EffectAPAD_01"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7. _StencilComp ("Stencil Comparison", Float) = 8
  8. _Stencil ("Stencil ID", Float) = 0
  9. _StencilOp ("Stencil Operation", Float) = 0
  10. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  11. _StencilReadMask ("Stencil Read Mask", Float) = 255
  12. _ColorMask ("Color Mask", Float) = 15
  13. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  14. [Enum(UnityEngine.Rendering.BlendMode)]_Src("Src", Float) = 5
  15. [Enum(UnityEngine.Rendering.BlendMode)]_Dst("Dst", Float) = 10
  16. _Texture("Texture", 2D) = "white" {}
  17. [HDR]_MainTexColor("MainTexColor", Color) = (1,1,1,1)
  18. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  19. }
  20. SubShader
  21. {
  22. LOD 0
  23. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
  24. Stencil
  25. {
  26. Ref [_Stencil]
  27. ReadMask [_StencilReadMask]
  28. WriteMask [_StencilWriteMask]
  29. Comp [_StencilComp]
  30. Pass [_StencilOp]
  31. Fail Keep
  32. ZFail Keep
  33. }
  34. Cull Back
  35. Lighting Off
  36. ZWrite Off
  37. ZTest [unity_GUIZTestMode]
  38. Blend [_Src] [_Dst]
  39. ColorMask [_ColorMask]
  40. Pass
  41. {
  42. Name "Default"
  43. CGPROGRAM
  44. #pragma vertex vert
  45. #pragma fragment frag
  46. #pragma target 3.0
  47. #include "UnityCG.cginc"
  48. #include "UnityUI.cginc"
  49. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  50. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  51. struct appdata_t
  52. {
  53. float4 vertex : POSITION;
  54. float4 color : COLOR;
  55. float2 texcoord : TEXCOORD0;
  56. UNITY_VERTEX_INPUT_INSTANCE_ID
  57. };
  58. struct v2f
  59. {
  60. float4 vertex : SV_POSITION;
  61. fixed4 color : COLOR;
  62. half2 texcoord : TEXCOORD0;
  63. float4 worldPosition : TEXCOORD1;
  64. UNITY_VERTEX_INPUT_INSTANCE_ID
  65. UNITY_VERTEX_OUTPUT_STEREO
  66. };
  67. uniform fixed4 _Color;
  68. uniform fixed4 _TextureSampleAdd;
  69. uniform float4 _ClipRect;
  70. uniform sampler2D _MainTex;
  71. uniform float _Src;
  72. uniform float _Dst;
  73. uniform float4 _MainTexColor;
  74. uniform sampler2D _Texture;
  75. uniform float4 _Texture_ST;
  76. v2f vert( appdata_t IN )
  77. {
  78. v2f OUT;
  79. UNITY_SETUP_INSTANCE_ID( IN );
  80. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  81. UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
  82. OUT.worldPosition = IN.vertex;
  83. OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
  84. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  85. OUT.texcoord = IN.texcoord;
  86. OUT.color = IN.color * _Color;
  87. return OUT;
  88. }
  89. fixed4 frag(v2f IN ) : SV_Target
  90. {
  91. float2 uv_Texture = IN.texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
  92. float4 tex2DNode17 = tex2D( _Texture, uv_Texture );
  93. float4 temp_output_6_0 = ( _MainTexColor * tex2DNode17 * IN.color );
  94. half4 color = (( _Src == _Dst ) ? ( _MainTexColor.a * tex2DNode17.a * IN.color.a * temp_output_6_0 ) : temp_output_6_0 );
  95. #ifdef UNITY_UI_CLIP_RECT
  96. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  97. #endif
  98. #ifdef UNITY_UI_ALPHACLIP
  99. clip (color.a - 0.001);
  100. #endif
  101. return color;
  102. }
  103. ENDCG
  104. }
  105. }
  106. }