Shader "BF/UI/UV Noise" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _tex_uv_speed("贴图UV速度向量", Vector) = (0,0,0,0) _uv_nosize_tex("UV扰动贴图", 2D) = "white" {} _uv_nosize_strength("UV扰动横向宽度", Range(0,1)) = 0.01 _uv_nosize_speed("UV扰动贴图速度向量", Vector) = (0,0,0,0) _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 } 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 One 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_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ 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; half4 mask : TEXCOORD2; float2 grey : TEXCOORD3; float2 uv_nosize : TEXCOORD4; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; float2 _tex_uv_speed; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; sampler2D _uv_nosize_tex; float4 _uv_nosize_tex_ST; half _uv_nosize_strength; half4 _uv_nosize_speed; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); float4 vPosition = UnityObjectToClipPos(v.vertex); OUT.worldPosition = v.vertex; OUT.vertex = vPosition; float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex) + frac(_tex_uv_speed * _Time.y); OUT.uv_nosize = TRANSFORM_TEX(v.texcoord.xy, _uv_nosize_tex); OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); int g_greyFactor = step(v.color.g, 0.001); int rb_greyFactor = step(1.999, v.color.r + v.color.b); int greyFactor = g_greyFactor * rb_greyFactor; OUT.grey = float2(greyFactor , 1 - greyFactor); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { fixed4 uvnosize = tex2D(_uv_nosize_tex, IN.uv_nosize + frac(_Time.y * _uv_nosize_speed.xy)); half2 uv = IN.texcoord + uvnosize.xy * _uv_nosize_strength; half4 texColor = IN.color * (tex2D(_MainTex, uv) + _TextureSampleAdd); half4 color = IN.color * texColor; float grey = dot(texColor.rgb, float3(0.299, 0.587, 0.114)); color.rgb = float3(grey * IN.grey.x + color.r * IN.grey.y, grey * IN.grey.x + color.g * IN.grey.y, grey * IN.grey.x + color.b * IN.grey.y); #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif color.rgb *= color.a; return color; } ENDCG } } }