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- Shader "RO/UI_EffectAPAD_01"
- {
- 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
- [Enum(UnityEngine.Rendering.BlendMode)]_Src("Src", Float) = 5
- [Enum(UnityEngine.Rendering.BlendMode)]_Dst("Dst", Float) = 10
- _Texture("Texture", 2D) = "white" {}
- [HDR]_MainTexColor("MainTexColor", Color) = (1,1,1,1)
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- }
- SubShader
- {
- LOD 0
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
-
- Stencil
- {
- Ref [_Stencil]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- Fail Keep
- ZFail Keep
- }
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Blend [_Src] [_Dst]
- ColorMask [_ColorMask]
-
- Pass
- {
- Name "Default"
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
-
-
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
-
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
-
- };
-
- uniform fixed4 _Color;
- uniform fixed4 _TextureSampleAdd;
- uniform float4 _ClipRect;
- uniform sampler2D _MainTex;
- uniform float _Src;
- uniform float _Dst;
- uniform float4 _MainTexColor;
- uniform sampler2D _Texture;
- uniform float4 _Texture_ST;
-
- v2f vert( appdata_t IN )
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
- OUT.worldPosition = IN.vertex;
-
-
- OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
-
- OUT.color = IN.color * _Color;
- return OUT;
- }
- fixed4 frag(v2f IN ) : SV_Target
- {
- float2 uv_Texture = IN.texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
- float4 tex2DNode17 = tex2D( _Texture, uv_Texture );
- float4 temp_output_6_0 = ( _MainTexColor * tex2DNode17 * IN.color );
-
- half4 color = (( _Src == _Dst ) ? ( _MainTexColor.a * tex2DNode17.a * IN.color.a * temp_output_6_0 ) : temp_output_6_0 );
-
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
-
- #ifdef UNITY_UI_ALPHACLIP
- clip (color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
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