mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
7e275365b8
- add controller icons in the controller selection menu
150 lines
No EOL
4.2 KiB
GLSL
150 lines
No EOL
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
|
|
}
|
|
}
|
|
} |