145 lines
4.9 KiB
GLSL
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
|
|
}
|
|
}
|
|
}
|