unity_art_puzzle_playable_luna/APPlayableLuna/Assets/Resources/UI_dissWithAlpha.shader

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// 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
}
}
}