UIAdditive.shader 3.1 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. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  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
  38. {
  39. Mode Off
  40. }
  41. Blend One One
  42. ColorMask [_ColorMask]
  43. Pass
  44. {
  45. Name "Default"
  46. CGPROGRAM
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #pragma target 2.0
  50. #include "UnityCG.cginc"
  51. #include "UnityUI.cginc"
  52. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  53. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  54. struct appdata_t
  55. {
  56. float4 vertex : POSITION;
  57. float4 color : COLOR;
  58. float2 texcoord : TEXCOORD0;
  59. UNITY_VERTEX_INPUT_INSTANCE_ID
  60. };
  61. struct v2f
  62. {
  63. float4 vertex : SV_POSITION;
  64. fixed4 color : COLOR;
  65. float2 texcoord : TEXCOORD0;
  66. float4 worldPosition : TEXCOORD1;
  67. UNITY_VERTEX_OUTPUT_STEREO
  68. };
  69. fixed4 _Color;
  70. sampler2D _MainTex;
  71. float4 _MainTex_ST;
  72. fixed4 _TextureSampleAdd;
  73. float4 _ClipRect;
  74. v2f vert(appdata_t v)
  75. {
  76. v2f OUT;
  77. UNITY_SETUP_INSTANCE_ID(v);
  78. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  79. OUT.worldPosition = v.vertex;
  80. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  81. OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  82. OUT.color = v.color * _Color;
  83. return OUT;
  84. }
  85. fixed4 frag(v2f IN) : SV_Target
  86. {
  87. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  88. #ifdef UNITY_UI_CLIP_RECT
  89. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  90. #endif
  91. #ifdef UNITY_UI_ALPHACLIP
  92. clip (color.a - 0.001);
  93. #endif
  94. color.rgb *= color.a;
  95. return color;
  96. }
  97. ENDCG
  98. }
  99. }
  100. }