c1_unity/Assets/arts/shaders/ui/ui_tutorial.shader
2023-04-03 11:04:31 +08:00

145 lines
4.9 KiB
GLSL

Shader "BF/UI/UITutorial"
{
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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
//-------------------add----------------------
_Center ("Center", vector) = (0, 0, 0, 0)
// _Blur ("Blur", Range(1,100)) = 25 // 边缘虚化
// _Radius ("Silder", Range(0,1000)) = 100 // 圆形半径
_Ellipse("_Ellipse", Range(0,100)) = 10 // 椭圆系数
_Rect_X ("Rect_X", Range(0,1500)) = 1500
_Rect_Y ("Rect_Y", Range(0,1500)) = 1500
//-------------------add----------------------
}
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_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float2 grey : TEXCOORD2;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
//-------------------add----------------------
// float _Blur;
// float _Radius;
float2 _Center;
float _Ellipse;
float _Rect_X;
float _Rect_Y;
//-------------------add----------------------
v2f vert(appdata_t v)
{
v2f OUT;
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = _Color * v.color;
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);
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd;
half4 color = texColor * IN.color;
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);
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
//-------------------add----------------------
// float circle_dis = distance(IN.worldPosition.xy, _Center.xy);
// fixed circle_tmp = step(circle_dis, _Radius);
// float circle_blur = (clamp(circle_dis, _Radius - _Blur, _Radius) - (_Radius - _Blur)) / _Blur;
// color.a *= (1 - circle_tmp) + circle_tmp * circle_blur;
float rect_x_dis = abs(IN.worldPosition.x - _Center.x);
float rect_y_dis = abs(IN.worldPosition.y - _Center.y);
fixed rect_factor = clamp(pow(abs(rect_x_dis / _Rect_X), _Ellipse) + pow(abs(rect_y_dis / _Rect_Y), _Ellipse), 0.0, 1.0);
fixed rect_tmp = step(rect_factor, 1.0f);
color.a *= (1 - rect_tmp) + rect_tmp * rect_factor;
color.rgb *= color.a;
//-------------------add----------------------
return color;
}
ENDCG
}
}
}