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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/UI/UI-Lit-Transparent.shader

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2024-08-23 15:49:34 +08:00
Shader "UI/Lit/Transparent"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Specular ("Specular Color", Color) = (0,0,0,0)
_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
{
LOD 400
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]
CGPROGRAM
#pragma surface surf PPL alpha noshadow novertexlights nolightmap nofog vertex:vert
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
float3 normal : NORMAL;
};
struct Input
{
half2 uv_MainTex;
fixed4 color : COLOR;
float4 worldPosition;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _Specular;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
void vert (inout appdata_t v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.worldPosition = v.vertex;
v.vertex = o.worldPosition;
v.color = v.color * _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 col = (tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd) * IN.color;
o.Albedo = col.rgb;
o.Alpha = col.a;
o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (o.Alpha - 0.001);
#endif
}
half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 nNormal = normalize(s.Normal);
half shininess = s.Gloss * 250.0 + 4.0;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
// Phong shading model
half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
// Blinn-Phong shading model
//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
half diffuseFactor = max(0.0, dot(nNormal, lightDir));
half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
half4 c;
c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
c.rgb *= atten;
c.a = s.Alpha;
return c;
}
ENDCG
}
}