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 } } }