162 lines
5.8 KiB
Plaintext
162 lines
5.8 KiB
Plaintext
Shader "NLD/UI/CommonUIShadow"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_ShadowColor ("Shadow Color", Color) = (0,0,0,0.5)
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_ShadowOffset ("Shadow Offset (XY)", Vector) = (4, -4, 0, 0)
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_ShadowSkew ("Shadow Skew (XY)", Vector) = (0, 0, 0, 0)
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_ShadowSoftness ("Shadow Softness", Range(0, 1)) = 0.1
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_ShadowBlur ("Shadow Blur Range", Range(0, 50)) = 0
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_ShadowBlurIntensity ("Shadow Blur Intensity", Range(0, 1)) = 1
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float2 shadowUV : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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fixed4 _ShadowColor;
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float4 _ShadowOffset;
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float4 _ShadowSkew;
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float _ShadowSoftness;
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float _ShadowBlur;
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float _ShadowBlurIntensity;
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float4 _MainTex_TexelSize;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color * _Color;
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float2 shadowUV = v.texcoord;
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float2 centeredUV = v.texcoord - 0.5;
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shadowUV.x += centeredUV.y * _ShadowSkew.x;
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shadowUV.y += centeredUV.x * _ShadowSkew.y;
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shadowUV += _ShadowOffset.xy * 0.01;
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OUT.shadowUV = shadowUV;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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fixed sharpAlpha = (tex2D(_MainTex, IN.shadowUV) + _TextureSampleAdd).a;
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float2 blurStep = _MainTex_TexelSize.xy * _ShadowBlur;
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fixed blurredAlpha = 0;
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, -blurStep.y)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( 0.0, -blurStep.y)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, -blurStep.y)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, 0.0)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV ) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, 0.0)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2(-blurStep.x, blurStep.y)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( 0.0, blurStep.y)) + _TextureSampleAdd).a);
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blurredAlpha = max(blurredAlpha, (tex2D(_MainTex, IN.shadowUV + float2( blurStep.x, blurStep.y)) + _TextureSampleAdd).a);
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fixed shadowAlpha = lerp(sharpAlpha, blurredAlpha, _ShadowBlurIntensity) * _ShadowColor.a;
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fixed4 result;
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result.rgb = lerp(_ShadowColor.rgb * shadowAlpha, color.rgb, color.a);
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result.a = saturate(shadowAlpha * (1.0 - color.a) + color.a);
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#ifdef UNITY_UI_CLIP_RECT
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result.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(result.a - 0.001);
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#endif
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return result;
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}
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ENDCG
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}
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}
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}
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