NewImageEffectShader.shader 2.4 KB

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  1. Shader "DashGame/DefaultUI"
  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. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest [unity_GUIZTestMode]
  37. Blend SrcAlpha OneMinusSrcAlpha
  38. ColorMask [_ColorMask]
  39. Pass
  40. {
  41. Name "Default"
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #include "UnityCG.cginc"
  47. #include "UnityUI.cginc"
  48. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  49. struct appdata_t
  50. {
  51. float4 vertex : POSITION;
  52. float4 color : COLOR;
  53. float2 texcoord : TEXCOORD0;
  54. UNITY_VERTEX_INPUT_INSTANCE_ID
  55. };
  56. struct v2f
  57. {
  58. float4 vertex : SV_POSITION;
  59. fixed4 color : COLOR;
  60. float2 texcoord : TEXCOORD0;
  61. float4 worldPosition : TEXCOORD1;
  62. UNITY_VERTEX_OUTPUT_STEREO
  63. };
  64. float _MinX;
  65. float _MinY;
  66. float _RatioX;
  67. float _RatioY;
  68. fixed4 _Color;
  69. fixed4 _TextureSampleAdd;
  70. float4 _ClipRect;
  71. v2f vert(appdata_t IN)
  72. {
  73. v2f OUT;
  74. UNITY_SETUP_INSTANCE_ID(IN);
  75. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  76. OUT.worldPosition = IN.vertex;
  77. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  78. OUT.texcoord = IN.texcoord;
  79. OUT.color = IN.color * _Color;
  80. return OUT;
  81. }
  82. sampler2D _MainTex;
  83. fixed4 frag(v2f IN) : SV_Target
  84. {
  85. IN.texcoord = float2(_MinX,_MinY)+float2(IN.texcoord.x*_RatioX,IN.texcoord.y*_RatioY);
  86. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  87. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  88. #ifdef UNITY_UI_ALPHACLIP
  89. clip (color.a - 0.001);
  90. #endif
  91. return color;
  92. }
  93. ENDCG
  94. }
  95. }
  96. }