fix: UNITY_UI_ALPHACLIP in UIAdditive shader is not working

pull/197/head
mob-sakai 2021-09-21 16:13:06 +09:00
parent 28b115329e
commit 0e737a2699
1 changed files with 103 additions and 90 deletions

View File

@ -1,101 +1,114 @@
Shader "UI/Additive" Shader "UI/Additive"
{ {
Properties Properties
{ {
_MainTex ("Sprite Texture", 2D) = "white" {} _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767)
}
SubShader [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
{ }
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil SubShader
{ {
Ref [_Stencil] Tags
Comp [_StencilComp] {
Pass [_StencilOp] "Queue"="Transparent"
ReadMask [_StencilReadMask] "IgnoreProjector"="True"
WriteMask [_StencilWriteMask] "RenderType"="Transparent"
} "PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off Stencil
Lighting Off {
ZWrite Off Ref [_Stencil]
ZTest [unity_GUIZTestMode] Comp [_StencilComp]
Fog { Mode Off } Pass [_StencilOp]
Blend One One ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask] Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha One
ColorMask [_ColorMask]
Pass Pass
{ {
CGPROGRAM Name "Default"
#pragma vertex vert CGPROGRAM
#pragma fragment frag #pragma vertex vert
#include "UnityCG.cginc" #pragma fragment frag
#include "UnityUI.cginc" #pragma target 2.0
struct appdata_t #include "UnityCG.cginc"
{ #include "UnityUI.cginc"
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f #pragma multi_compile __ UNITY_UI_CLIP_RECT
{ #pragma multi_compile __ UNITY_UI_ALPHACLIP
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color; struct appdata_t
sampler2D _MainTex; {
float4 _MainTex_ST; float4 vertex : POSITION;
float4 _ClipRect; float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert(appdata_t IN) struct v2f
{ {
v2f OUT; float4 vertex : SV_POSITION;
OUT.worldPosition = IN.vertex; fixed4 color : COLOR;
OUT.vertex = UnityObjectToClipPos(IN.vertex); float2 texcoord : TEXCOORD0;
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); float4 worldPosition : TEXCOORD1;
#ifdef UNITY_HALF_TEXEL_OFFSET UNITY_VERTEX_OUTPUT_STEREO
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); };
#endif
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target sampler2D _MainTex;
{ fixed4 _Color;
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; fixed4 _TextureSampleAdd;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); float4 _ClipRect;
color.rgb *= color.a; float4 _MainTex_ST;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.01); v2f vert(appdata_t v)
#endif {
return color; v2f OUT;
} UNITY_SETUP_INSTANCE_ID(v);
ENDCG 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;
#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
}
}
} }