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Main/Assets/GameAssets/RawResources/shader/Ares/Gonbest/Experiment/NewUnlitShader.shader
2025-01-25 04:38:09 +08:00

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Shader "UI/UI2"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_Noise("_Noise 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
//My
_Speed("速度",Range(0,1)) = 1
_Fill("高度",Range(0,1)) = 1
_Conc("浓度",Range(1,5)) = 1
_Trans("透明度",Range(0,1)) = 1
_BlendX("混合贴图X",2D) = "white" {}
_BlendY("混合贴图Y",2D) = "white" {}
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
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,Zero OneMinusSrcAlpha
//ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#define PI 3.1415926
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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _Speed;
float _Fill;
float _Conc;
float _Trans;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = float4(1,0,0,1) *_Color;
return OUT;
}
sampler2D _MainTex;
sampler2D _Noise;
sampler2D _GrabTexture;
sampler2D _BlendX;
sampler2D _BlendY;
fixed4 frag(v2f IN) : SV_Target
{
half2 uv = IN.texcoord;
half4 col = IN.color;
_Speed = _Speed*0.1;
_Conc = (_Conc*-1) + 6;
//采样噪声图
half4 no1 = tex2D(_Noise, uv + _Time.xz*_Speed);
half4 no2 = tex2D(_Noise, uv - _Time.zx*_Speed);
half4 no3 = tex2D(_Noise, uv - _Time.yz*_Speed);
if (_Fill - uv.y < 0.02) {
_Color *= 20;
_Color.b = 0;
_Color.a = sin(_Time.y%PI);
}
col.a -= no1.x*no2.x*no3.x*_Conc;
col.a = uv.y > _Fill ? 0 : col.a;
col.a *= _Trans;
half4 color = (tex2D(_MainTex, uv)*tex2D(_BlendX, float2(no1.x,no2.x))*tex2D(_BlendY, uv*float2(no2.x,no3.x))*_Color);
//color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
color.a *= col.a;
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}