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