Shader "UI/Unlit/Detail" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _DetailTex ("Detail (RGB)", 2D) = "white" {} _Strength ("Detail Strength", Range(0.0, 1.0)) = 0.2 _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 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType"="Plane" } 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 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; float4 worldPosition : TEXCOORD2; fixed4 color : COLOR; }; sampler2D _MainTex; sampler2D _DetailTex; float4 _MainTex_ST; float4 _DetailTex_ST; float4 _DetailTex_TexelSize; fixed4 _Color; fixed _Strength; fixed4 _TextureSampleAdd; bool _UseClipRect; float4 _ClipRect; bool _UseAlphaClip; v2f vert (appdata_t v) { v2f o; o.worldPosition = v.vertex; o.vertex = UnityObjectToClipPos(o.worldPosition); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord2 = TRANSFORM_TEX(v.texcoord2 * _DetailTex_TexelSize.xy, _DetailTex); o.color = v.color * _Color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif return o; } fixed4 frag (v2f i) : COLOR { fixed4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; fixed4 detail = tex2D(_DetailTex, i.texcoord2); color.rgb = lerp(color.rgb, color.rgb * detail.rgb, detail.a * _Strength); color = color * _Color; color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }