167 lines
4.7 KiB
Plaintext
167 lines
4.7 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "UI/UI_dissWithAlpha"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_NoiseTex("Noise", 2D) = "white" {}
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_Threshold("Threshold", Range(-0.2, 1.2)) = 1.2
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_EdgeLength("Edge Length", Range(0.0, 0.4)) = 0.3
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_EdgeColor("Edge Color", Color) = (1,1,1,1)
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float2 uvNoiseTex : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _NoiseTex;
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float4 _NoiseTex_ST;
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float _Threshold;
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float _EdgeLength;
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fixed4 _EdgeColor;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = v.texcoord;
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OUT.uvNoiseTex = TRANSFORM_TEX(v.texcoord, _NoiseTex);
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);// * IN.color;
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fixed cutout = tex2D(_NoiseTex, IN.uvNoiseTex).r;
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if(_Threshold > 1.0)
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{
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return float4(1.0,1.0,1.0, color.a > 0.1 ? (_Threshold - 1.0) / 0.2 : 0.0);
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}
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clip(cutout - _Threshold);
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if (dot(IN.color, float3(1,1,1)) < 0.01)
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{
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float grey = dot(color.rgb, float3(0.299, 0.587, 0.114));
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color.rgb = float3(grey, grey, grey);
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color.a *= IN.color.a;
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}
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else
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{
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color = color*IN.color;
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}
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//边缘颜色
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if(cutout - _Threshold > 0.0 && cutout - _Threshold < _EdgeLength)
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{
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fixed4 ec = _EdgeColor;
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ec.rgb = color.rgb;
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if(color.a >= 0.05)
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{
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ec.a = ((cutout - _Threshold)) / _EdgeLength * color.a;
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}else
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{
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ec.a = 0.0;
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}
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return ec;
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}
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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