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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "FairyGUI/ImageGradient"
- {
- Properties
- {
- _MainTex("Base (RGB), Alpha (A)", 2D) = "black" {}
- _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
- _BlendSrcFactor("Blend SrcFactor", Float) = 5
- _BlendDstFactor("Blend DstFactor", Float) = 10
- _MinHeight("Minimum Height", Range(0, 1)) = 0.2
- _MaxHeight("Maximum Height", Range(0, 1)) = 0.8
- _AlphaTop("Top Alpha", Range(0, 1)) = 1
- _AlphaBottom("Bottom Alpha", Range(0, 1)) = 0
- }
- SubShader
- {
- LOD 100
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Blend[_BlendSrcFactor][_BlendDstFactor], One One
- ColorMask[_ColorMask]
- Pass
- {
- CGPROGRAM
- #pragma multi_compile NOT_COMBINED COMBINED
- #pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
- #pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- #ifdef CLIPPED
- float2 clipPos : TEXCOORD1;
- #endif
- #ifdef SOFT_CLIPPED
- float2 clipPos : TEXCOORD1;
- #endif
- };
- sampler2D _MainTex;
- #ifdef COMBINED
- sampler2D _AlphaTex;
- #endif
- CBUFFER_START(UnityPerMaterial)
- #ifdef CLIPPED
- float4 _ClipBox = float4(-2, -2, 0, 0);
- #endif
- #ifdef SOFT_CLIPPED
- float4 _ClipBox = float4(-2, -2, 0, 0);
- float4 _ClipSoftness = float4(0, 0, 0, 0);
- #endif
- CBUFFER_END
- #ifdef COLOR_FILTER
- float4x4 _ColorMatrix;
- float4 _ColorOffset;
- float _ColorOption = 0;
- #endif
- half _AlphaTop;
- half _AlphaBottom;
- half _MinHeight;
- half _MaxHeight;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = v.texcoord;
- #if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
- o.color.rgb = GammaToLinearSpace(v.color.rgb);
- o.color.a = v.color.a;
- #else
- o.color = v.color;
- #endif
- #ifdef CLIPPED
- o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
- #endif
- #ifdef SOFT_CLIPPED
- o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
- #endif
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
- #ifdef COMBINED
- col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
- #endif
- #ifdef GRAYED
- fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
- col.rgb = fixed3(grey, grey, grey);
- #endif
- #ifdef SOFT_CLIPPED
- float2 factor = float2(0,0);
- if (i.clipPos.x < 0)
- factor.x = (1.0 - abs(i.clipPos.x)) * _ClipSoftness.x;
- else
- factor.x = (1.0 - i.clipPos.x) * _ClipSoftness.z;
- if (i.clipPos.y < 0)
- factor.y = (1.0 - abs(i.clipPos.y)) * _ClipSoftness.w;
- else
- factor.y = (1.0 - i.clipPos.y) * _ClipSoftness.y;
- col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
- #endif
- #ifdef CLIPPED
- float2 factor = abs(i.clipPos);
- col.a *= step(max(factor.x, factor.y), 1);
- #endif
- #ifdef COLOR_FILTER
- if (_ColorOption == 0)
- {
- fixed4 col2 = col;
- col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
- col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
- col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
- col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
- col = col2;
- }
- else //premultiply alpha
- col.rgb *= col.a;
- #endif
- #ifdef ALPHA_MASK
- clip(col.a - 0.001);
- #endif
- float minHeight = _MinHeight;
- float maxHeight = _MaxHeight;
- float t = i.texcoord.y;
- float alpha = smoothstep(minHeight, maxHeight, t) * (_AlphaTop - _AlphaBottom) + _AlphaBottom;
- col.a *= alpha;
- return col;
- }
- ENDCG
- }
- }
- }
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