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UpdateShaders in Editor
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/Internal-GUITextureClipText"
{
Properties { _MainTex ("Texture", 2D) = "white" {} }
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;
uniform fixed4 _Color;
uniform float4x4 unity_GUIClipTextureMatrix;
uniform fixed4 _editorColor2;
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 * _Color;
o.color = fixed4(_editorColor2.rgb,v.color.a);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a * tex2D(_GUIClipTexture, i.clipUV).a;
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
}
}
}
using UnityEngine;
[ExecuteInEditMode]
public class UpdateShaders : MonoBehaviour
{
void OnDrawGizmos()
{
Debug.Log("SkinMode : Pro9000");
Shader.SetGlobalColor("_editorColor", Random.ColorHSV(0, 1, 0, 1, 0, 1, 1, 1));
Shader.SetGlobalColor("_editorColor2", Random.ColorHSV(0, 1, 0, 1, 0, 1, 1, 1));
}
}
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