NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/UI/NLD_UI_CommonUIShadow.shader

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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
}
}
}