MFUGUI_Image.shader 2.2 KB

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  1. Shader "MFUGUI/Image"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,1,1,1)
  7. _Gray("Gray", Float) = 0
  8. _StencilComp("Stencil Comparison", Float) = 8
  9. _Stencil("Stencil ID", Float) = 0
  10. _StencilOp("Stencil Operation", Float) = 0
  11. _StencilWriteMask("Stencil Write Mask", Float) = 255
  12. _StencilReadMask("Stencil Read Mask", Float) = 255
  13. _ColorMask("Color Mask", Float) = 15
  14. }
  15. SubShader
  16. {
  17. Tags
  18. {
  19. "Queue" = "Transparent"
  20. "IgnoreProjector" = "True"
  21. "RenderType" = "Transparent"
  22. "PreviewType" = "Plane"
  23. "CanUseSpriteAtlas" = "True"
  24. }
  25. Stencil
  26. {
  27. Ref[_Stencil]
  28. Comp[_StencilComp]
  29. Pass[_StencilOp]
  30. ReadMask[_StencilReadMask]
  31. WriteMask[_StencilWriteMask]
  32. }
  33. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest[unity_GUIZTestMode]
  37. Fog{ Mode Off }
  38. Blend SrcAlpha OneMinusSrcAlpha
  39. ColorMask[_ColorMask]
  40. Pass
  41. {
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #include "UnityCG.cginc"
  46. #include "UnityUI.cginc"
  47. struct appdata_t
  48. {
  49. float4 vertex : POSITION;
  50. float4 color : COLOR;
  51. float2 texcoord : TEXCOORD0;
  52. };
  53. struct v2f
  54. {
  55. float4 vertex : SV_POSITION;
  56. fixed4 color : COLOR;
  57. half2 texcoord : TEXCOORD0;
  58. float4 worldPosition : TEXCOORD1;
  59. };
  60. fixed4 _Color;
  61. fixed4 _TextureSampleAdd;
  62. float _Gray;
  63. bool _UseClipRect;
  64. float4 _ClipRect;
  65. bool _UseAlphaClip;
  66. v2f vert(appdata_t IN)
  67. {
  68. v2f OUT;
  69. OUT.worldPosition = IN.vertex;
  70. OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
  71. OUT.texcoord = IN.texcoord;
  72. #ifdef UNITY_HALF_TEXEL_OFFSET
  73. OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);
  74. #endif
  75. OUT.color = IN.color * _Color;
  76. return OUT;
  77. }
  78. sampler2D _MainTex;
  79. fixed4 frag(v2f IN) : SV_Target
  80. {
  81. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  82. if (_Gray != 0) {
  83. float grey = dot(color.rgb, float3(0.299, 0.587, 0.114));
  84. color.rgb = float3(grey, grey, grey);
  85. }
  86. if (_UseClipRect)
  87. color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  88. if (_UseAlphaClip)
  89. clip(color.a - 0.001);
  90. return color;
  91. }
  92. ENDCG
  93. }
  94. }
  95. }