UICull.shader 2.0 KB

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  1. Shader "DashGame/UICUll"
  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. }
  15. SubShader
  16. {
  17. Tags
  18. {
  19. "Queue" = "Transparent"
  20. "IgnoreProjector" = "True"
  21. "RenderType" = "Transparent"
  22. "PreviewType" = "Plane"
  23. "CanUseSpriteAtlas" = "True"
  24. }
  25. Stencil
  26. {
  27. Ref[_Stencil]
  28. Comp[_StencilComp]
  29. Pass[_StencilOp]
  30. ReadMask[_StencilReadMask]
  31. WriteMask[_StencilWriteMask]
  32. }
  33. Lighting Off
  34. ZWrite Off
  35. ZTest[unity_GUIZTestMode]
  36. Blend SrcAlpha OneMinusSrcAlpha
  37. ColorMask[_ColorMask]
  38. Pass
  39. {
  40. Name "Default"
  41. CGPROGRAM
  42. #pragma vertex vert
  43. #pragma fragment frag
  44. #pragma target 2.0
  45. #include "UnityCG.cginc"
  46. #include "UnityUI.cginc"
  47. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  48. struct appdata_t
  49. {
  50. float4 vertex : POSITION;
  51. float4 color : COLOR;
  52. float2 texcoord : TEXCOORD0;
  53. UNITY_VERTEX_INPUT_INSTANCE_ID
  54. };
  55. struct v2f
  56. {
  57. float4 vertex : SV_POSITION;
  58. fixed4 color : COLOR;
  59. float2 texcoord : TEXCOORD0;
  60. float4 worldPosition : TEXCOORD1;
  61. UNITY_VERTEX_OUTPUT_STEREO
  62. };
  63. fixed4 _Color;
  64. fixed4 _TextureSampleAdd;
  65. float4 _ClipRect;
  66. v2f vert(appdata_t IN)
  67. {
  68. v2f OUT;
  69. UNITY_SETUP_INSTANCE_ID(IN);
  70. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  71. OUT.worldPosition = IN.vertex;
  72. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  73. OUT.texcoord = IN.texcoord;
  74. OUT.color = IN.color * _Color;
  75. return OUT;
  76. }
  77. sampler2D _MainTex;
  78. fixed4 frag(v2f IN) : SV_Target
  79. {
  80. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  81. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  82. #ifdef UNITY_UI_ALPHACLIP
  83. clip(color.a - 0.001);
  84. #endif
  85. return color;
  86. }
  87. ENDCG
  88. }
  89. }
  90. }