Fix shader

pull/33/head
mob-sakai 2018-12-22 22:46:44 +09:00
parent 76014e1e94
commit c593482100
1 changed files with 90 additions and 99 deletions

View File

@ -1,110 +1,101 @@
Shader "UI/Additive" Shader "UI/Additive"
{ {
Properties Properties
{ {
[PerRendererData] _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)
}
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 SubShader
} {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
SubShader Stencil
{ {
Tags Ref [_Stencil]
{ Comp [_StencilComp]
"Queue"="Transparent" Pass [_StencilOp]
"IgnoreProjector"="True" ReadMask [_StencilReadMask]
"RenderType"="Transparent" WriteMask [_StencilWriteMask]
"PreviewType"="Plane" }
"CanUseSpriteAtlas"="True"
}
Stencil Cull Off
{ Lighting Off
Ref [_Stencil] ZWrite Off
Comp [_StencilComp] ZTest [unity_GUIZTestMode]
Pass [_StencilOp] Fog { Mode Off }
ReadMask [_StencilReadMask] Blend One One
WriteMask [_StencilWriteMask]
}
Cull Off ColorMask [_ColorMask]
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha One
ColorMask [_ColorMask]
Pass Pass
{ {
Name "Default" CGPROGRAM
CGPROGRAM #pragma vertex vert
#pragma vertex vert #pragma fragment frag
#pragma fragment frag #include "UnityCG.cginc"
#pragma target 2.0 #include "UnityUI.cginc"
#include "UnityCG.cginc" struct appdata_t
#include "UnityUI.cginc" {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
#pragma multi_compile __ UNITY_UI_ALPHACLIP struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
struct appdata_t fixed4 _Color;
{ sampler2D _MainTex;
float4 vertex : POSITION; float4 _MainTex_ST;
float4 color : COLOR; float4 _ClipRect;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f v2f vert(appdata_t IN)
{ {
float4 vertex : SV_POSITION; v2f OUT;
fixed4 color : COLOR; OUT.worldPosition = IN.vertex;
float2 texcoord : TEXCOORD0; OUT.vertex = UnityObjectToClipPos(IN.vertex);
float4 worldPosition : TEXCOORD1; OUT.texcoord = IN.texcoord;
UNITY_VERTEX_OUTPUT_STEREO #ifdef UNITY_HALF_TEXEL_OFFSET
}; OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target
fixed4 _Color; {
fixed4 _TextureSampleAdd; half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
float4 _ClipRect; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
float4 _MainTex_ST; color.rgb *= color.a;
#ifdef UNITY_UI_ALPHACLIP
v2f vert(appdata_t v) clip (color.a - 0.01);
{ #endif
v2f OUT; return color;
UNITY_SETUP_INSTANCE_ID(v); }
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); ENDCG
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;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
} }