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2024-08-23 15:49:34 +08:00

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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
}
}
}