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@hybridherbst
Created August 30, 2019 09:26
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Save hybridherbst/8435cd6de5adc25e535b187cba3ee1b4 to your computer and use it in GitHub Desktop.
Unity HDRP custom UI shader version that works for both text + images for me. Random trial + error on the blend mode. Not sure which other things are broken now...
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Custom/UI-Default-AfterPP (Images)"// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
{
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
}
SubShader
{
Tags
{
"LIGHTMODE" = "ForwardOnly"
"RenderType" = "HDUnlitShader"
"RenderPipeline" = "HDRenderPipeline"
"Queue" = "Transparent+700"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
/// this works with everything, kinda
Blend SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
/// this works with RawImages and Images
// Blend SrcAlpha OneMinusSrcAlpha
/// this works with UI Text but breaks RawImages and Images (in different ways)
// Blend One OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "ForwardOnly"
Tags
{
"LIGHTMODE" = "ForwardOnly"
"RenderType" = "HDUnlitShader"
"RenderPipeline" = "HDRenderPipeline"
"Queue" = "Transparent+700"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ 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
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
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 = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
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