Shader "UI/ButtonsSDFShader" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _OutColor ("Outline Colour", Color) = (1,1,1,1) _Thickness("Thickness", Range(0, 1)) = 0.5 _Smoothness("Smoothness", Range(0, 1)) = 0.2 _OutThickness("Outline Thickness", Range(0, 1)) = 0.0 _OutSmoothness("Outline Smoothness", Range(0, 1)) = 0.1 _OffBright ("Off Brightness", Range(0, 1)) = 0.5 _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 _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" "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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #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; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; sampler2D _MainTex; fixed4 _Color; fixed4 _OutColor; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _OffBright; float _Thickness; float _Smoothness; float _OutThickness; float _OutSmoothness; 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(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { fixed a = tex2D(_MainTex, IN.texcoord).g; fixed b = tex2D(_MainTex, IN.texcoord).r; fixed o = smoothstep(_OutThickness - _OutSmoothness, _OutThickness + _OutSmoothness, b); half4 color = _TextureSampleAdd + IN.color; color.a = smoothstep(1.0 - _Thickness - _Smoothness, 1.0 - _Thickness + _Smoothness, b); color.rgb = lerp(_OutColor.rgb, color.rgb * min(a + _OffBright, 1.0), o); #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }