diff --git a/Shaders/UIAdditive.shader b/Shaders/UIAdditive.shader index 69797b8..d5acc4f 100644 --- a/Shaders/UIAdditive.shader +++ b/Shaders/UIAdditive.shader @@ -4,7 +4,7 @@ { _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 @@ -12,25 +12,26 @@ _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 - _ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } - + Stencil { Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilOp] + Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } @@ -46,53 +47,68 @@ 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_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + 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; - half2 texcoord : TEXCOORD0; + float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; + fixed4 _TextureSampleAdd; float4 _ClipRect; - v2f vert(appdata_t IN) + v2f vert(appdata_t v) { v2f OUT; - OUT.worldPosition = IN.vertex; - OUT.vertex = UnityObjectToClipPos(IN.vertex); - OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); -#ifdef UNITY_HALF_TEXEL_OFFSET - OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); -#endif - OUT.color = IN.color * _Color; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { - half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + color.rgb *= color.a; -#ifdef UNITY_UI_ALPHACLIP - clip (color.a - 0.01); -#endif return color; } ENDCG