UI_Effect_RJ_03.shader 3.1 KB

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  1. Shader "RO/UI_RJ_Effect_03"
  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. _MaskTex("MaskTex", 2D) = "white" {}
  15. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  16. }
  17. SubShader
  18. {
  19. LOD 0
  20. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
  21. Stencil
  22. {
  23. Ref [_Stencil]
  24. ReadMask [_StencilReadMask]
  25. WriteMask [_StencilWriteMask]
  26. CompFront [_StencilComp]
  27. PassFront [_StencilOp]
  28. FailFront Keep
  29. ZFailFront Keep
  30. CompBack Always
  31. PassBack Keep
  32. FailBack Keep
  33. ZFailBack Keep
  34. }
  35. Cull Off
  36. Lighting Off
  37. ZWrite Off
  38. ZTest [unity_GUIZTestMode]
  39. Blend SrcAlpha OneMinusSrcAlpha
  40. ColorMask [_ColorMask]
  41. Pass
  42. {
  43. Name "Default"
  44. CGPROGRAM
  45. #pragma vertex vert
  46. #pragma fragment frag
  47. #pragma target 3.0
  48. #include "UnityCG.cginc"
  49. #include "UnityUI.cginc"
  50. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  51. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  52. struct appdata_t
  53. {
  54. float4 vertex : POSITION;
  55. float4 color : COLOR;
  56. float2 texcoord : TEXCOORD0;
  57. UNITY_VERTEX_INPUT_INSTANCE_ID
  58. };
  59. struct v2f
  60. {
  61. float4 vertex : SV_POSITION;
  62. fixed4 color : COLOR;
  63. half2 texcoord : TEXCOORD0;
  64. float4 worldPosition : TEXCOORD1;
  65. UNITY_VERTEX_INPUT_INSTANCE_ID
  66. UNITY_VERTEX_OUTPUT_STEREO
  67. };
  68. uniform fixed4 _Color;
  69. uniform fixed4 _TextureSampleAdd;
  70. uniform float4 _ClipRect;
  71. uniform sampler2D _MainTex;
  72. uniform float4 _MainTex_ST;
  73. uniform sampler2D _MaskTex;
  74. uniform float4 _MaskTex_ST;
  75. v2f vert( appdata_t IN )
  76. {
  77. v2f OUT;
  78. UNITY_SETUP_INSTANCE_ID( IN );
  79. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  80. UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
  81. OUT.worldPosition = IN.vertex;
  82. OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
  83. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  84. OUT.texcoord = IN.texcoord;
  85. OUT.color = IN.color * _Color;
  86. return OUT;
  87. }
  88. fixed4 frag(v2f IN ) : SV_Target
  89. {
  90. float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  91. float4 temp_output_26_0 = ( _Color * tex2D( _MainTex, uv_MainTex ) );
  92. float2 uv_MaskTex = IN.texcoord.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
  93. float4 appendResult38 = (float4(( (temp_output_26_0).rgb * (IN.color).rgb ) , ( (temp_output_26_0).a * step( tex2D( _MaskTex, uv_MaskTex ).r , IN.color.a ) )));
  94. half4 color = appendResult38;
  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. }