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Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend [_SrcBlend] [_DstBlend] + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile_local _ UNITY_UI_CLIP_RECT + #pragma multi_compile_local _ UNITY_UI_ALPHACLIP + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + int _ColorMode; + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, + 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace) + { + if (!IsGammaSpace()) + { + v.color.rgb = GammaToLinearSpace(v.color.rgb); + } + } + + OUT.color = v.color * _Color; + return OUT; + } + + half4 apply_color(half4 color, const half4 factor, const int mode) + { + const half3 c = factor.rgb * color.a; + // Mode 1: Additive + if (mode == 1) + { + color.rgb += c; + } + // Mode 2: Subtract + else if (mode == 2) + { + color.rgb -= c; + } + // Mode 3: Replace + else if (mode == 3) + { + color.rgb = c; + } + // Default: Multiply + else + { + color.rgb *= c; + } + + return color * factor.a; + } + + fixed4 frag(v2f IN) : SV_Target + { + //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) + //The incoming alpha could have numerical instability, which makes it very sensible to + //HDR color transparency blend, when it blends with the world's texture. + const half alphaPrecision = half(0xff); + const half invAlphaPrecision = half(1.0 / alphaPrecision); + float2 uv = IN.texcoord; + + IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision; + half4 color = tex2D(_MainTex, uv) + _TextureSampleAdd; + + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * 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