| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195 | // 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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