MFUGUI_ImageM3Z.shader 2.3 KB

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  1. Shader "MFUGUI/ImageM3Z"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("MainTex", 2D) = "white" {}
  6. _MaskTex("MaskTex", 2D) = "white" {}
  7. _Color("Tint", Color) = (1,1,1,1)
  8. _Gray("Gray", Float) = 0
  9. _StencilComp("Stencil Comparison", Float) = 8
  10. _Stencil("Stencil ID", Float) = 0
  11. _StencilOp("Stencil Operation", Float) = 0
  12. _StencilWriteMask("Stencil Write Mask", Float) = 255
  13. _StencilReadMask("Stencil Read Mask", Float) = 255
  14. _ColorMask("Color Mask", Float) = 15
  15. }
  16. SubShader
  17. {
  18. Tags
  19. {
  20. "Queue" = "Transparent"
  21. "IgnoreProjector" = "True"
  22. "RenderType" = "Transparent"
  23. "PreviewType" = "Plane"
  24. "CanUseSpriteAtlas" = "True"
  25. }
  26. Stencil
  27. {
  28. Ref[_Stencil]
  29. Comp[_StencilComp]
  30. Pass[_StencilOp]
  31. ReadMask[_StencilReadMask]
  32. WriteMask[_StencilWriteMask]
  33. }
  34. Cull Off
  35. Lighting Off
  36. ZWrite Off
  37. ZTest[unity_GUIZTestMode]
  38. Fog{ Mode Off }
  39. Blend SrcAlpha OneMinusSrcAlpha
  40. ColorMask[_ColorMask]
  41. Pass
  42. {
  43. CGPROGRAM
  44. #pragma vertex vert
  45. #pragma fragment frag
  46. #include "UnityCG.cginc"
  47. #include "UnityUI.cginc"
  48. struct appdata_t
  49. {
  50. float4 vertex : POSITION;
  51. float4 color : COLOR;
  52. float2 texcoord : TEXCOORD0;
  53. };
  54. struct v2f
  55. {
  56. float4 vertex : SV_POSITION;
  57. fixed4 color : COLOR;
  58. half2 texcoord : TEXCOORD0;
  59. float4 worldPosition : TEXCOORD1;
  60. };
  61. fixed4 _Color;
  62. fixed4 _TextureSampleAdd;
  63. sampler2D _MainTex;
  64. sampler2D _MaskTex;
  65. float _Gray;
  66. bool _UseClipRect;
  67. float4 _ClipRect;
  68. bool _UseAlphaClip;
  69. v2f vert(appdata_t IN)
  70. {
  71. v2f OUT;
  72. OUT.worldPosition = IN.vertex;
  73. OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
  74. OUT.texcoord = IN.texcoord;
  75. #ifdef UNITY_HALF_TEXEL_OFFSET
  76. OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);
  77. #endif
  78. OUT.color = IN.color * _Color;
  79. return OUT;
  80. }
  81. fixed4 frag(v2f IN) : SV_Target
  82. {
  83. half4 c1 = tex2D(_MainTex, IN.texcoord);
  84. half4 c2 = tex2D(_MaskTex, IN.texcoord);
  85. c1.a = c2.r;
  86. c1 = (c1 + _TextureSampleAdd) * IN.color;
  87. if (_Gray != 0) {
  88. float grey = dot(c1.rgb, float3(0.299, 0.587, 0.114));
  89. c1.rgb = float3(grey, grey, grey);
  90. }
  91. if (_UseClipRect)
  92. c1 *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  93. if (_UseAlphaClip)
  94. clip(c1.a - 0.001);
  95. return c1;
  96. }
  97. ENDCG
  98. }
  99. }
  100. }