// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Modified with rights for use in demonstration by Lou Garczynski Shader "Animate UI Material/Example" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _OverlayTex ("Overlay", 2D) = "white" {} [HDR]_OverlayColor ("Overlay Color", Color) = (1, 1, 1, 1) _Scale ("Scale", Range(0, 2)) = 1 _Rotation ("Rotation", Range(0, 360)) = 0 _Offset ("Offset", Vector) = (0, 0, 0, 0) _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 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ 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; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; sampler2D _OverlayTex; float4 _OverlayColor; float _Scale; float _Rotation; float2 _Offset; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; // Calculate the overlay texture coordinates and sample it float2 centeredUV = (IN.texcoord - 0.5)*2; float2 overlayUV = centeredUV * _Scale; float rad = _Rotation / 360 * 2 * UNITY_PI; float2 rotatedUV = float2( overlayUV.x * cos(rad) - overlayUV.y * sin(rad), overlayUV.x * sin(rad) + overlayUV.y * cos(rad) ); float2 normalizedUV = rotatedUV / 2 + 0.5; float2 offsetUV = normalizedUV + float2(_Offset.x, _Offset.y); fixed4 overlay = tex2D(_OverlayTex, offsetUV) * _OverlayColor; // Blend the background and overlay textures color = lerp(color, overlay, overlay.a); #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 } } }