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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Johnny/SliderDrawer"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _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
- _FillRate("FillRate", Range( 0 , 1)) = 0
- _FIllColor("FIllColor", Color) = (0,0,0,0)
- _GhostFillRate("GhostFillRate", Range( 0 , 1)) = 0.9515373
- _ghostTextureBlend("ghostTextureBlend", Range( 0 , 1)) = 0
- _GhostColor("Ghost Color", Color) = (1,1,1,1)
- _backGroundTextureBlend("backGroundTextureBlend", Range( 0 , 1)) = 0
- _BackGroundColor("BackGroundColor", Color) = (0,0,0,1)
- _flashAmount("flashAmount", Range( 0 , 1)) = 0
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
- Stencil
- {
- Ref [_Stencil]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- CompFront [_StencilComp]
- PassFront [_StencilOp]
- FailFront Keep
- ZFailFront Keep
- CompBack Always
- PassBack Keep
- FailBack Keep
- ZFailBack Keep
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest LEqual
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #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;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- uniform fixed4 _Color;
- uniform fixed4 _TextureSampleAdd;
- uniform float4 _ClipRect;
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _FIllColor;
- uniform float _flashAmount;
- uniform float _FillRate;
- uniform float4 _GhostColor;
- uniform float _GhostFillRate;
- uniform float _ghostTextureBlend;
- uniform float4 _BackGroundColor;
- uniform float _backGroundTextureBlend;
- v2f vert( appdata_t IN )
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
- OUT.worldPosition = IN.vertex;
- OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- return OUT;
- }
- fixed4 frag(v2f IN ) : SV_Target
- {
- float2 uv0_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
- float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
- float4 color111 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
- float4 lerpResult110 = lerp( _FIllColor , color111 , _flashAmount);
- float2 uv027 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float clampResult74 = clamp( floor( ( ( _FillRate + 1.0 ) - uv027.x ) ) , 0.0 , 1.0 );
- float fillMask70 = clampResult74;
- float alphaMask89 = tex2DNode2.a;
- float4 appendResult96 = (float4(_GhostColor.r , _GhostColor.g , _GhostColor.b , alphaMask89));
- float clampResult75 = clamp( floor( ( ( _GhostFillRate + 1.0 ) - uv027.x ) ) , 0.0 , 1.0 );
- float ghostMask71 = ( clampResult75 - clampResult74 );
- float4 fillTexture100 = tex2DNode2;
- float4 lerpResult103 = lerp( ( appendResult96 * ghostMask71 ) , ( fillTexture100 * ghostMask71 ) , _ghostTextureBlend);
- float4 appendResult92 = (float4(_BackGroundColor.r , _BackGroundColor.g , _BackGroundColor.b , alphaMask89));
- float backgroundMask79 = ( 1.0 - ( fillMask70 + ghostMask71 ) );
- float4 lerpResult99 = lerp( ( appendResult92 * backgroundMask79 ) , ( backgroundMask79 * fillTexture100 ) , _backGroundTextureBlend);
- half4 color = ( ( tex2DNode2 * lerpResult110 * fillMask70 ) + lerpResult103 + lerpResult99 );
- #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
- }
- }
- }
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