mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:47:37 +02:00
Editor stuff
This commit is contained in:
@ -0,0 +1,150 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/SoftMaskShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex("Sprite 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
|
||||
_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
|
||||
_CutOff("CutOff",Float) = 0
|
||||
[MaterialToggle]
|
||||
_HardBlend("HardBlend",Float) = 0
|
||||
_FlipAlphaMask("Flip Alpha Mask",int) = 0
|
||||
_NoOuterClip("Outer Clip",int) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
LOD 0
|
||||
|
||||
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"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float2 maskTexcoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
|
||||
{
|
||||
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
|
||||
return inside.x * inside.y;
|
||||
}
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
sampler2D _MainTex;
|
||||
|
||||
bool _UseAlphaClip;
|
||||
int _FlipAlphaMask = 0;
|
||||
float4 _AlphaMask_ST;
|
||||
sampler2D _AlphaMask;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
float4 wolrdPos = IN.vertex;
|
||||
OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float _CutOff;
|
||||
bool _HardBlend = false;
|
||||
bool _NoOuterClip = false;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
float4 inMask = float4(
|
||||
step(float2(0.0f, 0.0f), IN.maskTexcoord),
|
||||
step(IN.maskTexcoord, float2(1.0f, 1.0f)) );
|
||||
|
||||
// Do we want to clip the image to the Mask Rectangle?
|
||||
if (_NoOuterClip == false && all(inMask) == false )
|
||||
{
|
||||
color.a = 0;
|
||||
}
|
||||
else // It's in the mask rectangle, so apply the alpha of the mask provided.
|
||||
{
|
||||
|
||||
float a = tex2D(_AlphaMask, IN.maskTexcoord).a;
|
||||
|
||||
if (a <= _CutOff)
|
||||
a = 0;
|
||||
else
|
||||
{
|
||||
if(_HardBlend)
|
||||
a = 1;
|
||||
}
|
||||
|
||||
if (_FlipAlphaMask == 1)
|
||||
a = 1 - a;
|
||||
|
||||
color.a *= a;
|
||||
}
|
||||
|
||||
if (_UseAlphaClip)
|
||||
clip(color.a - 0.001);
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user