155 lines
3.1 KiB
Plaintext
155 lines
3.1 KiB
Plaintext
|
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
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
color.a = a;
|
||
|
}
|
||
|
|
||
|
if (_UseClipRect)
|
||
|
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||
|
|
||
|
if (_UseAlphaClip)
|
||
|
clip(color.a - 0.001);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|