95 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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| 
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| Shader "UI Extensions/UISoftAdditive"
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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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| 		
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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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| 
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| 		_ColorMask ("Color Mask", Float) = 15
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| 	}
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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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| 		
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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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| 
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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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| 		Fog { Mode Off }
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| 		Blend OneMinusDstColor One
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| 		ColorMask [_ColorMask]
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| 
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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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| 			#include "UnityCG.cginc"
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| 			
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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 texcoord : TEXCOORD0;
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| 			};
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| 
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| 			struct v2f
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| 			{
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| 				float4 vertex   : SV_POSITION;
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| 				fixed4 color    : COLOR;
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| 				half2 texcoord  : TEXCOORD0;
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| 			};
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| 			
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| 			fixed4 _Color;
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| 
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| 			v2f vert(appdata_t IN)
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| 			{
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| 				v2f OUT;
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| 				OUT.vertex = UnityObjectToClipPos(IN.vertex);
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| 				OUT.texcoord = IN.texcoord;
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| #ifdef UNITY_HALF_TEXEL_OFFSET
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| 				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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| #endif
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| 				OUT.color = IN.color * _Color;
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| 				return OUT;
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| 			}
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| 
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| 			sampler2D _MainTex;
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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) * IN.color;
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| 				color.rgb *= color.a;
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| 				clip (color.a - 0.01);
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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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