com.unity.uiextensions.nosa.../Shaders/SoftMaskShader.shader

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Shader "UI Extensions/SoftMaskShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_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
_Min("Min",Vector) = (0,0,0,0)
_Max("Max",Vector) = (1,1,0,0)
_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
_AlphaUV("AlphaUV",Vector) = (0,0,0,0)
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return inside.x * inside.y;
}
fixed4 _Color;
fixed4 _TextureSampleAdd;
bool _UseClipRect;
float4 _ClipRect;
bool _UseAlphaClip;
float4 _ProgressColor;
float _Value;
int _LeftToRight;
int _FlipAlphaMask = 0;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#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;
sampler2D _AlphaMask;
float2 _AlphaUV;
float2 _Min;
float2 _Max;
float _CutOff;
bool _HardBlend = false;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// Do we want to clip the image to the Mask Rectangle?
if (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y) // Yes we do
color.a = 0;
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
float a = tex2D(_AlphaMask, (IN.texcoord - _Min) / _AlphaUV).a;
if (a <= _CutOff)
a = 0;
else
{
if(_HardBlend)
a = 1;
}
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a = a;
}
if (_UseClipRect)
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}