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Jun 27th, 2016
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  1. Shader "UI/Default"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7.  
  8. _StencilComp ("Stencil Comparison", Float) = 8
  9. _Stencil ("Stencil ID", Float) = 0
  10. _StencilOp ("Stencil Operation", Float) = 0
  11. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  12. _StencilReadMask ("Stencil Read Mask", Float) = 255
  13.  
  14. _ColorMask ("Color Mask", Float) = 15
  15.  
  16. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  17. }
  18.  
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "Queue"="Transparent"
  24. "IgnoreProjector"="True"
  25. "RenderType"="Transparent"
  26. "PreviewType"="Plane"
  27. "CanUseSpriteAtlas"="True"
  28. }
  29.  
  30. Stencil
  31. {
  32. Ref [_Stencil]
  33. Comp [_StencilComp]
  34. Pass [_StencilOp]
  35. ReadMask [_StencilReadMask]
  36. WriteMask [_StencilWriteMask]
  37. }
  38.  
  39. Cull Off
  40. Lighting Off
  41. ZWrite Off
  42. ZTest [unity_GUIZTestMode]
  43. Blend SrcAlpha OneMinusSrcAlpha
  44. ColorMask [_ColorMask]
  45.  
  46. Pass
  47. {
  48. CGPROGRAM
  49. #pragma vertex vert
  50. #pragma fragment frag
  51.  
  52. #include "UnityCG.cginc"
  53. #include "UnityUI.cginc"
  54.  
  55. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  56.  
  57. struct appdata_t
  58. {
  59. float4 vertex : POSITION;
  60. float4 color : COLOR;
  61. float2 texcoord : TEXCOORD0;
  62. };
  63.  
  64. struct v2f
  65. {
  66. float4 vertex : SV_POSITION;
  67. fixed4 color : COLOR;
  68. half2 texcoord : TEXCOORD0;
  69. float4 worldPosition : TEXCOORD1;
  70. };
  71.  
  72. fixed4 _Color;
  73. fixed4 _TextureSampleAdd;
  74. float4 _ClipRect;
  75.  
  76. v2f vert(appdata_t IN)
  77. {
  78. v2f OUT;
  79. OUT.worldPosition = IN.vertex;
  80. OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
  81.  
  82. OUT.texcoord = IN.texcoord;
  83.  
  84. #ifdef UNITY_HALF_TEXEL_OFFSET
  85. OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
  86. #endif
  87.  
  88. OUT.color = IN.color * _Color;
  89. return OUT;
  90. }
  91.  
  92. sampler2D _MainTex;
  93.  
  94. fixed4 frag(v2f IN) : SV_Target
  95. {
  96. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  97.  
  98. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  99.  
  100. #ifdef UNITY_UI_ALPHACLIP
  101. clip (color.a - 0.001);
  102. #endif
  103.  
  104. return color;
  105. }
  106. ENDCG
  107. }
  108. }
  109. }
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