UIAdditive.shader 2.0 KB

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  1. Shader "UI/Additive"
  2. {
  3. Properties
  4. {
  5. _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. _ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767)
  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. Fog { Mode Off }
  38. Blend One One
  39. ColorMask [_ColorMask]
  40. Pass
  41. {
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #include "UnityCG.cginc"
  46. #include "UnityUI.cginc"
  47. struct appdata_t
  48. {
  49. float4 vertex : POSITION;
  50. float4 color : COLOR;
  51. float2 texcoord : TEXCOORD0;
  52. };
  53. struct v2f
  54. {
  55. float4 vertex : SV_POSITION;
  56. fixed4 color : COLOR;
  57. half2 texcoord : TEXCOORD0;
  58. float4 worldPosition : TEXCOORD1;
  59. };
  60. fixed4 _Color;
  61. sampler2D _MainTex;
  62. float4 _MainTex_ST;
  63. float4 _ClipRect;
  64. v2f vert(appdata_t IN)
  65. {
  66. v2f OUT;
  67. OUT.worldPosition = IN.vertex;
  68. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  69. OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
  70. #ifdef UNITY_HALF_TEXEL_OFFSET
  71. OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
  72. #endif
  73. OUT.color = IN.color * _Color;
  74. return OUT;
  75. }
  76. fixed4 frag(v2f IN) : SV_Target
  77. {
  78. half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
  79. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  80. color.rgb *= color.a;
  81. #ifdef UNITY_UI_ALPHACLIP
  82. clip (color.a - 0.01);
  83. #endif
  84. return color;
  85. }
  86. ENDCG
  87. }
  88. }
  89. }