mirror of
https://github.com/peng-zhihui/ElectronBot.git
synced 2026-10-26 10:11:06 +08:00
157 lines
3.9 KiB
GLSL
157 lines
3.9 KiB
GLSL
Shader "UI/Procedural UI Image"
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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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_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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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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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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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 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv3 : TEXCOORD3;
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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 : POSITION;
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fixed4 color : COLOR;
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float4 worldPosition : TEXCOORD0;
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float4 radius : TEXCOORD1;
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float2 texcoord : TEXCOORD2;
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float2 wh : TEXCOORD3;
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float lineWeight : TEXCOORD4;
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float pixelWorldScale : TEXCOORD5;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float2 decode2(float value) {
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float2 kEncodeMul = float2(1.0, 65535.0f);
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float kEncodeBit = 1.0 / 65535.0f;
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float2 enc = kEncodeMul * value;
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enc = frac(enc);
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enc.x -= enc.y * kEncodeBit;
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return enc;
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}
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v2f vert(appdata_t IN){
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.wh = IN.uv1;
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OUT.texcoord = TRANSFORM_TEX(IN.uv0, _MainTex);
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float minside = min(OUT.wh.x, OUT.wh.y);
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OUT.lineWeight = IN.uv3.x*minside/2;
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OUT.radius = float4(decode2(IN.uv2.x),decode2(IN.uv2.y))*minside;
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OUT.pixelWorldScale = clamp(IN.uv3.y,1/2048,2048);
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OUT.color = IN.color * _Color;
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return OUT;
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}
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half visible(float2 pos,float4 r,float2 wh){
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half4 p = half4(pos,wh.x-pos.x,wh.y-pos.y);
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half v = min(min(min(p.x,p.y),p.z),p.w);
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bool4 b = bool4(all(p.xw<r[0]),all(p.zw<r[1]),all(p.zy<r[2]),all(p.xy<r[3]));
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half4 vis = r-half4(length(p.xw-r[0]),length(p.zw-r[1]),length(p.zy-r[2]),length(p.xy-r[3]));
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half4 foo = min(b*max(vis,0),v)+(1-b)*v;
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v = any(b)*min(min(min(foo.x,foo.y),foo.z),foo.w)+v*(1-any(b));
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return v;
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}
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fixed4 frag (v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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half v = visible(IN.texcoord*IN.wh,IN.radius,IN.wh);
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float l = (IN.lineWeight+1/IN.pixelWorldScale)/2;
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color.a *= saturate((l-distance(v,l))*IN.pixelWorldScale);
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if(color.a <= 0){
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discard;
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}
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return color;
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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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