PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/Assets/SkinningModule/SkinningModule-GUITextureCl...

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Shader "Hidden/SkinningModule-GUITextureClip"
{
Properties {
_MainTex ("Texture", Any) = "white" {}
_Opacity ("Opacity", Float) = 1
_VertexColorBlend ("VertexColorBlend", Float) = 0
_Color ("Tint", Color) = (1,1,1,1)
}
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _GUIClipTexture;
uniform float4 _MainTex_ST;
fixed4 _Color;
uniform fixed _Opacity;
uniform fixed _VertexColorBlend;
uniform float4x4 unity_GUIClipTextureMatrix;
uniform bool _AdjustLinearForGamma;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
if (_AdjustLinearForGamma)
col.rgb = LinearToGammaSpace(col.rgb);
col = lerp(col, i.color, _VertexColorBlend);
col.a *= tex2D(_GUIClipTexture, i.clipUV).a * _Opacity;
return col;
}
ENDCG
SubShader {
Tags { "ForceSupported" = "True" }
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha, One One
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
SubShader {
Tags { "ForceSupported" = "True" }
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
}