UIDefault.shader 2.0 KB

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  1. Shader "YXJ/UI/Default"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7. _StencilComp ("Stencil Comparison", Float) = 8
  8. _Stencil ("Stencil ID", Float) = 0
  9. _StencilOp ("Stencil Operation", Float) = 0
  10. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  11. _StencilReadMask ("Stencil Read Mask", Float) = 255
  12. _ColorMask ("Color Mask", Float) = 15
  13. }
  14. SubShader
  15. {
  16. Tags
  17. {
  18. "Queue"="Transparent"
  19. "IgnoreProjector"="True"
  20. "RenderType"="Transparent"
  21. "PreviewType"="Plane"
  22. "CanUseSpriteAtlas"="True"
  23. }
  24. Stencil
  25. {
  26. Ref [_Stencil]
  27. Comp [_StencilComp]
  28. Pass [_StencilOp]
  29. ReadMask [_StencilReadMask]
  30. WriteMask [_StencilWriteMask]
  31. }
  32. Cull Back
  33. Lighting Off
  34. ZWrite Off
  35. ZTest [unity_GUIZTestMode]
  36. Blend SrcAlpha OneMinusSrcAlpha
  37. ColorMask [_ColorMask]
  38. Pass
  39. {
  40. CGPROGRAM
  41. #pragma vertex vert
  42. #pragma fragment frag
  43. #include "UnityCG.cginc"
  44. #include "UnityUI.cginc"
  45. struct appdata_t
  46. {
  47. float4 vertex : POSITION;
  48. float4 color : COLOR;
  49. float2 texcoord : TEXCOORD0;
  50. };
  51. struct v2f
  52. {
  53. float4 vertex : SV_POSITION;
  54. fixed4 color : COLOR;
  55. half2 texcoord : TEXCOORD0;
  56. float4 worldPosition : TEXCOORD1;
  57. };
  58. fixed4 _Color;
  59. fixed4 _TextureSampleAdd;
  60. bool _UseClipRect;
  61. float4 _ClipRect;
  62. bool _UseAlphaClip;
  63. v2f vert(appdata_t IN)
  64. {
  65. v2f OUT;
  66. OUT.worldPosition = IN.vertex;
  67. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  68. OUT.texcoord = IN.texcoord;
  69. #ifdef UNITY_HALF_TEXEL_OFFSET
  70. OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
  71. #endif
  72. OUT.color = IN.color * _Color;
  73. return OUT;
  74. }
  75. sampler2D _MainTex;
  76. fixed4 frag(v2f IN) : SV_Target
  77. {
  78. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  79. if (_UseClipRect)
  80. color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  81. if (_UseAlphaClip)
  82. clip (color.a - 0.001);
  83. return color;
  84. }
  85. ENDCG
  86. }
  87. }
  88. }