// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/UI_dissWithAlpha" { 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 _NoiseTex("Noise", 2D) = "white" {} _Threshold("Threshold", Range(-0.2, 1.2)) = 1.2 _EdgeLength("Edge Length", Range(0.0, 0.4)) = 0.3 _EdgeColor("Edge Color", Color) = (1,1,1,1) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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 { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float2 uvNoiseTex : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _NoiseTex; float4 _NoiseTex_ST; float _Threshold; float _EdgeLength; fixed4 _EdgeColor; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord; OUT.uvNoiseTex = TRANSFORM_TEX(v.texcoord, _NoiseTex); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);// * IN.color; fixed cutout = tex2D(_NoiseTex, IN.uvNoiseTex).r; if(_Threshold > 1.0) { return float4(1.0,1.0,1.0, color.a > 0.1 ? (_Threshold - 1.0) / 0.2 : 0.0); } clip(cutout - _Threshold); if (dot(IN.color, float3(1,1,1)) < 0.01) { float grey = dot(color.rgb, float3(0.299, 0.587, 0.114)); color.rgb = float3(grey, grey, grey); color.a *= IN.color.a; } else { color = color*IN.color; } //边缘颜色 if(cutout - _Threshold > 0.0 && cutout - _Threshold < _EdgeLength) { fixed4 ec = _EdgeColor; ec.rgb = color.rgb; if(color.a >= 0.05) { ec.a = ((cutout - _Threshold)) / _EdgeLength * color.a; }else { ec.a = 0.0; } return ec; } #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }