Shader "NLD/UI/CommonUIShadow" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _ShadowColor ("Shadow Color", Color) = (0,0,0,0.5) _ShadowOffset ("Shadow Offset (XY)", Vector) = (4, -4, 0, 0) _ShadowSkew ("Shadow Skew (XY)", Vector) = (0, 0, 0, 0) _ShadowSoftness ("Shadow Softness", Range(0, 1)) = 0.1 _ShadowBlur ("Shadow Blur Range", Range(0, 50)) = 0 _ShadowBlurIntensity ("Shadow Blur Intensity", Range(0, 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 [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 ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP #pragma multi_compile_instancing #include "UnityCG.cginc" #include "UnityUI.cginc" 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; float2 shadowUV : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; fixed4 _ShadowColor; float4 _ShadowOffset; float4 _ShadowSkew; float _ShadowSoftness; float _ShadowBlur; float _ShadowBlurIntensity; float4 _MainTex_TexelSize; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; float2 shadowUV = v.texcoord; float2 centeredUV = v.texcoord - 0.5; shadowUV.x += centeredUV.y * _ShadowSkew.x; shadowUV.y += centeredUV.x * _ShadowSkew.y; shadowUV += _ShadowOffset.xy * 0.01; OUT.shadowUV = shadowUV; return OUT; } fixed4 frag(v2f IN) : SV_Target { fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; fixed sharpAlpha = (tex2D(_MainTex, IN.shadowUV) + _TextureSampleAdd).a; float2 blurStep = _MainTex_TexelSize.xy * _ShadowBlur; fixed blurredAlpha = 0; blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, -blurStep.y)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( 0.0, -blurStep.y)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, -blurStep.y)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, 0.0)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV ) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, 0.0)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, blurStep.y)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( 0.0, blurStep.y)) + _TextureSampleAdd).a); blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, blurStep.y)) + _TextureSampleAdd).a); fixed shadowAlpha = lerp(sharpAlpha, blurredAlpha, _ShadowBlurIntensity) * _ShadowColor.a; fixed4 result; result.rgb = lerp(_ShadowColor.rgb * shadowAlpha, color.rgb, color.a); result.a = saturate(shadowAlpha * (1.0 - color.a) + color.a); #ifdef UNITY_UI_CLIP_RECT result.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(result.a - 0.001); #endif return result; } ENDCG } } }