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- Shader "UI/Soft Mask/Custom Shader with Soft Mask support"
- {
- // This is an example of UI shader with Soft Mask support added. All places where
- // something related to Soft Mask support was added marked with comment
- // 'Soft Mask Support'.
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- _Amplitude("Amplitude", Float) = 0.25
- _Waves("Waves", Float) = 2.0
- _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
- // Soft Mask support
- // Soft Mask determines that shader supports soft masking by presence of this property.
- [PerRendererData] _SoftMask("Mask", 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
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- // Soft Mask Support
- // You also can use full path (Assets/...)
- #include "../../Shaders/SoftMask.cginc"
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- // Soft Mask Support
- #pragma multi_compile __ SOFTMASK_SIMPLE SOFTMASK_SLICED SOFTMASK_TILED
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- // Soft Mask Support
- // The number in braces determines what TEXCOORDn Soft Mask may use
- // (it required only one TEXCOORD).
- SOFTMASK_COORDS(2)
- };
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- float _Amplitude;
- float _Waves;
- inline float2 Wave(float2 uv)
- {
- return float2(uv.x, uv.y + sin(uv.x * _Waves + _Time.w) * _Amplitude);
- }
- inline float SmoothedClip(float2 position, float4 clipRect)
- {
- float2 inside = saturate((position.xy - clipRect.xy) * 500) * saturate((clipRect.zw - position.xy) * 200);
- return inside.x * inside.y;
- }
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.worldPosition = IN.vertex;
- #if UNITY_VERSION >= 540
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- #else
- OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
- #endif
- OUT.texcoord = IN.texcoord;
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
- #endif
- OUT.color = IN.color * _Color;
- SOFTMASK_CALCULATE_COORDS(OUT, IN.vertex) // Soft Mask Support
- return OUT;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f IN) : SV_Target
- {
- float2 uv = Wave(IN.texcoord);
- half4 tex = tex2D(_MainTex, uv);
- tex.a *= SmoothedClip(uv, float4(0, 0, 1, 1));
- half4 color = (tex + _TextureSampleAdd) * IN.color;
- color.a *= SOFTMASK_GET_MASK(IN); // Soft Mask Support
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
- // UNITY_SHADER_NO_UPGRADE
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