ProjectDDD/Assets/Plugins/Animate UI Materials/Examples/ExampleUIShader.shader

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// 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
}
}
}