Additive.shader 2.7 KB

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  1. Shader "UI/Additive"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _OverlayTex("Overlay Texture", 2D) = "white" {}
  7. _offsetX("Offset X", Float) = 0
  8. _offsetY("Offset Y", Float) = 0
  9. _Scale("Overlay Scale", Float) = 1
  10. _Contrast("Contrast", Float) = 1
  11. _Brightness("Brightness", Float) = 1
  12. _Color("Tint", Color) = (1,1,1,1)
  13. _StencilComp("Stencil Comparison", Float) = 8
  14. _Stencil("Stencil ID", Float) = 0
  15. _StencilOp("Stencil Operation", Float) = 0
  16. _StencilWriteMask("Stencil Write Mask", Float) = 255
  17. _StencilReadMask("Stencil Read Mask", Float) = 255
  18. _ColorMask("Color Mask", Float) = 15
  19. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  20. }
  21. SubShader
  22. {
  23. Tags
  24. {
  25. "Queue" = "Transparent"
  26. "IgnoreProjector" = "True"
  27. "RenderType" = "Transparent"
  28. "PreviewType" = "Plane"
  29. "CanUseSpriteAtlas" = "True"
  30. }
  31. Stencil
  32. {
  33. Ref[_Stencil]
  34. Comp[_StencilComp]
  35. Pass[_StencilOp]
  36. ReadMask[_StencilReadMask]
  37. WriteMask[_StencilWriteMask]
  38. }
  39. Cull Off
  40. Lighting Off
  41. ZWrite Off
  42. ZTest[unity_GUIZTestMode]
  43. Blend SrcAlpha One
  44. ColorMask[_ColorMask]
  45. Pass
  46. {
  47. Name "Default"
  48. CGPROGRAM
  49. #pragma vertex vert
  50. #pragma fragment frag
  51. #pragma target 3.0
  52. #include "UnityCG.cginc"
  53. #include "UnityUI.cginc"
  54. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  55. struct appdata_t
  56. {
  57. float4 vertex : POSITION;
  58. float4 color : COLOR;
  59. float2 texcoord : TEXCOORD0;
  60. UNITY_VERTEX_INPUT_INSTANCE_ID
  61. };
  62. struct v2f
  63. {
  64. float4 vertex : SV_POSITION;
  65. fixed4 color : COLOR;
  66. float2 texcoord : TEXCOORD0;
  67. float4 worldPosition : TEXCOORD1;
  68. };
  69. fixed4 _Color;
  70. fixed4 _TextureSampleAdd;
  71. float4 _ClipRect;
  72. v2f vert(appdata_t IN)
  73. {
  74. v2f OUT;
  75. UNITY_SETUP_INSTANCE_ID(IN);
  76. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  77. OUT.worldPosition = IN.vertex;
  78. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  79. OUT.texcoord = IN.texcoord;
  80. OUT.color = IN.color * _Color;
  81. return OUT;
  82. }
  83. sampler2D _MainTex;
  84. sampler2D _OverlayTex;
  85. float _Contrast;
  86. float _Brightness;
  87. float _offsetX;
  88. float _offsetY;
  89. float _Scale;
  90. fixed4 frag(v2f IN) : SV_Target
  91. {
  92. half4 _texColor = tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd;
  93. IN.texcoord.x += _offsetX;
  94. IN.texcoord.y += _offsetY;
  95. half4 _overlayColor = tex2D(_OverlayTex, IN.texcoord*_Scale) + _TextureSampleAdd;
  96. half4 color = pow(_texColor * 1.1, _Contrast) * _Contrast * IN.color * 2.0* _overlayColor.r*_Brightness;
  97. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  98. #ifdef UNITY_UI_ALPHACLIP
  99. clip(color.a - 0.001);
  100. #endif
  101. return color;
  102. }
  103. ENDCG
  104. }
  105. }
  106. }