HeavenStudioPlus/Assets/Resources/Sprites/UI/Common/Controllers/ControllerShader.shader

150 lines
4.2 KiB
GLSL

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UI/ControllerShader"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_BodyColor ("Body Colour", Color) = (1,1,1,1)
_BtnColor ("Button Colour", Color) = (1,1,1,1)
_LGripColor ("Left Grip Colour", Color) = (1,1,1,1)
_RGripColor ("Right Grip Colour", Color) = (1,1,1,1)
_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
_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;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _BodyColor;
fixed4 _BtnColor;
fixed4 _LGripColor;
fixed4 _RGripColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
struct v2f
{
half2 texcoord : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 localPos : TEXCOORD2;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
float4 scaleVertex = float4(IN.vertex.xyz, 0); //By setting the last value to 0 it ignores the flipping ( loses relative position if sprite is flipped :( )
float4 wP = mul(unity_ObjectToWorld, scaleVertex); //Get the object to world vertex and store it
OUT.worldPos = wP.xyz; //For use in fragment shader
float4 lP = mul(unity_WorldToObject, scaleVertex); //Get the world to object vertex and store it
OUT.localPos = lP.xyz; //For use in fragment shader
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
OUT.color = IN.color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 t = tex2D(_MainTex, IN.texcoord)*IN.color;
//Calculate relative position
fixed2 relativeWorld = fixed2(IN.worldPos.x + IN.localPos.x, IN.worldPos.y + IN.localPos.y);
//This becomes the UV for the texture I want to apply to the sprite ( using the sprites width and height )
fixed2 relativePos = fixed2((relativeWorld.x + _MainTex_TexelSize.z), (relativeWorld.y + _MainTex_TexelSize.w));
fixed r = tex2D(_MainTex, IN.texcoord).r;
fixed g = tex2D(_MainTex, IN.texcoord).g;
fixed b = tex2D(_MainTex, IN.texcoord).b;
fixed lg = 0.0;
fixed rg = 0.0;
if (relativePos.x <= 0.5)
{
lg = b;
}
else
{
rg = b;
}
half4 color = _TextureSampleAdd + IN.color;
color.rgb = (r * _BodyColor.rgb) + (g * _BtnColor.rgb) + (lg * _LGripColor.rgb) + (rg * _RGripColor.rgb);
color.a = tex2D(_MainTex, IN.texcoord).a;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPos.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}