ArabDesert/Assets/ReimajoBoothAssets/AdminTool/UI/UI-MerlinUI.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Quick modification of the Unity builtin UI shader to fix MSAA falling out of bounds on interpolating text quads - Merlin, also MIT license
Shader "UI/AdminTool_MUI"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HDR]_Color ("Tint", 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
[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
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Target 3.5 for centroid support on OpenGL ES
#pragma target 3.5
#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;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float2 generatedtexcoord : TEXCOORD2;
centroid float2 centroidtexcoord : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t v, uint vertID : SV_VertexID)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.centroidtexcoord = v.texcoord;
OUT.color = v.color * _Color;
const float2 generatedCoords[4] = {
float2(0, 0),
float2(1, 0),
float2(1, 1),
float2(0, 1),
};
OUT.generatedtexcoord = generatedCoords[vertID % 4];
return OUT;
}
sampler2D _MainTex;
half4 frag(v2f IN) : SV_Target
{
float2 texcoord = IN.texcoord;
// Use Valve method of falling back to centroid interpolation if you fall out of valid interpolation range
// Based on slide 44 of http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
if (any(IN.generatedtexcoord > 1.0) || any(IN.generatedtexcoord < 0.0) )
texcoord = IN.centroidtexcoord;
half4 color = (tex2D(_MainTex, texcoord) + _TextureSampleAdd) * IN.color;
#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
}
}
Fallback "UI/Default"
}