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@aobond2
Created June 2, 2023 16:56
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Shader "UI/Procedural UI Image 2"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Fade ("Fade", Float) = 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
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
GrabPass
{
"_BackgroundTexture"
}
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 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 worldPosition : TEXCOORD0;
float4 radius : TEXCOORD1;
float2 texcoord : TEXCOORD2;
float2 wh : TEXCOORD3;
float lineWeight : TEXCOORD4;
float pixelWorldScale : TEXCOORD5;
UNITY_VERTEX_OUTPUT_STEREO
float4 grabPos : TEXCOORD6;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
sampler2D _BackgroundTexture;
float _Fade;
float2 decode2(float value) {
float2 kEncodeMul = float2(1.0, 65535.0f);
float kEncodeBit = 1.0 / 65535.0f;
float2 enc = kEncodeMul * value;
enc = frac(enc);
enc.x -= enc.y * kEncodeBit;
return enc;
}
v2f vert(appdata_t IN){
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.wh = IN.uv1;
OUT.texcoord = TRANSFORM_TEX(IN.uv0, _MainTex);
float minside = min(OUT.wh.x, OUT.wh.y);
OUT.lineWeight = IN.uv3.x*minside/2;
OUT.radius = float4(decode2(IN.uv2.x),decode2(IN.uv2.y))*minside;
OUT.pixelWorldScale = clamp(IN.uv3.y,1/2048,2048);
OUT.color = IN.color * _Color;
OUT.grabPos = ComputeGrabScreenPos(OUT.vertex);
return OUT;
}
half visible(float2 pos,float4 r,float2 wh){
half4 p = half4(pos,wh.x-pos.x,wh.y-pos.y);
half v = min(min(min(p.x,p.y),p.z),p.w);
bool4 b = bool4(all(p.xw<r[0]),all(p.zw<r[1]),all(p.zy<r[2]),all(p.xy<r[3]));
half4 vis = r-half4(length(p.xw-r[0]),length(p.zw-r[1]),length(p.zy-r[2]),length(p.xy-r[3]));
half4 foo = min(b*max(vis,0),v)+(1-b)*v;
v = any(b)*min(min(min(foo.x,foo.y),foo.z),foo.w)+v*(1-any(b));
return v;
}
fixed4 frag (v2f IN) : SV_Target
{
//half4 color = ((tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd)* _Fade + tex2D(_BackgroundTexture, IN.grabPos)) * IN.color;
half4 mainColor = ((tex2D(_MainTex, IN.texcoord) ) + tex2D(_BackgroundTexture, IN.grabPos)) * IN.color;
half4 backgroundColor = tex2D(_BackgroundTexture, IN.grabPos);
half4 color = lerp(mainColor,backgroundColor,saturate(_Fade) ) ;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
half v = visible(IN.texcoord*IN.wh,IN.radius,IN.wh);
float l = (IN.lineWeight+1/IN.pixelWorldScale)/2;
color.a *= saturate((l-distance(v,l))*IN.pixelWorldScale);
if(color.a <= 0){
discard;
}
return color;
}
ENDCG
}
}
}
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