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-rw-r--r--Assets/Resources/UIEffect.shader113
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diff --git a/Assets/Resources/UIEffect.shader b/Assets/Resources/UIEffect.shader
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+Shader "Hidden/UI/Default (UIEffect)"
+{
+ Properties
+ {
+ [PerRendererData] _MainTex ("Main 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
+
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+
+ _ParamTex ("Parameter Texture", 2D) = "white" {}
+ }
+
+ 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
+ #if !defined(SHADER_API_D3D11_9X) && !defined(SHADER_API_D3D9)
+ #pragma target 2.0
+ #else
+ #pragma target 3.0
+ #endif
+
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #pragma multi_compile __ GRAYSCALE SEPIA NEGA PIXEL
+ #pragma multi_compile __ ADD SUBTRACT FILL
+ #pragma multi_compile __ FASTBLUR MEDIUMBLUR DETAILBLUR
+ #pragma multi_compile __ EX
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+
+ #define UI_EFFECT 1
+ #include "UIEffect.cginc"
+ #include "UIEffectSprite.cginc"
+
+ fixed4 frag(v2f IN) : SV_Target
+ {
+ fixed4 param = tex2D(_ParamTex, float2(0.25, IN.eParam));
+ fixed effectFactor = param.x;
+ fixed colorFactor = param.y;
+ fixed blurFactor = param.z;
+
+ #if PIXEL
+ half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw);
+ IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize;
+ #endif
+
+ #if defined(UI_BLUR) && EX
+ half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd);
+ #elif defined(UI_BLUR)
+ half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd);
+ #else
+ half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
+ #endif
+
+ color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+
+ #if UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
+
+ #if defined (UI_TONE)
+ color = ApplyToneEffect(color, effectFactor);
+ #endif
+
+ color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
+ color.a *= IN.color.a;
+
+ return color;
+ }
+ ENDCG
+ }
+ }
+}