ro-webgl/Assets/Shaders/FX_Effect/UI_EffectAPAD_01.shader
2021-12-21 09:40:39 +08:00

139 lines
3.3 KiB
GLSL

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
}
}
}