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Unity ShaderLab "Custom/UI/Filtered" uGUIのImageに空間フィルタをかけるためのシェーダー
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Shader "Custom/UI/Filtered" | |
{ | |
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 | |
_Mat0("Mat0", Vector) = (1,0,-1, -1) | |
_Mat1("Mat1", Vector) = (2,0,-2, -1) | |
_Mat2("Mat2", Vector) = (1,0,-1, -1) | |
_Cutout("Cutout", Range(0.0,1.0)) = 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 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; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
fixed4 _Color; | |
fixed4 _TextureSampleAdd; | |
float4 _ClipRect; | |
v2f vert(appdata_t v) | |
{ | |
v2f OUT; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | |
OUT.worldPosition = v.vertex; | |
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | |
OUT.texcoord = v.texcoord; | |
OUT.color = v.color * _Color; | |
return OUT; | |
} | |
sampler2D _MainTex; | |
float4 _MainTex_TexelSize; | |
float4 _Mat0; | |
float4 _Mat1; | |
float4 _Mat2; | |
float _Cutout; | |
uniform float3x3 _matrix; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
float4 color; | |
_matrix[0][0] = _Mat0[0]; | |
_matrix[0][1] = _Mat0[1]; | |
_matrix[0][2] = _Mat0[2]; | |
_matrix[1][0] = _Mat1[0]; | |
_matrix[1][1] = _Mat1[1]; | |
_matrix[1][2] = _Mat1[2]; | |
_matrix[2][0] = _Mat2[0]; | |
_matrix[2][1] = _Mat2[1]; | |
_matrix[2][2] = _Mat2[2]; | |
for(int u = -1; u <= 1; u++){ | |
for(int v = -1; v <= 1; v++){ | |
float x = clamp(IN.texcoord.x + u*_MainTex_TexelSize.x,0,1); | |
float y = clamp(IN.texcoord.y + v*_MainTex_TexelSize.y,0,1); | |
color += ((tex2D(_MainTex, float2(x,y)) + _TextureSampleAdd) * IN.color) * _matrix[u+1][v+1]; | |
} | |
} | |
float gray = color.r*0.3 + color.g*0.6 + color.b*0.1; | |
if(_Cutout==0 || gray > _Cutout)color.a = tex2D(_MainTex,IN.texcoord).a; | |
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | |
#ifdef UNITY_UI_ALPHACLIP | |
clip (color.a - 0.001); | |
#endif | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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