// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/RoleImage" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [KeywordEnum(R0,R1,R2,R3,R4,R5)]_RoleID("Quality Mode",Int) = 0 _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(_IsMask)] _IsMask("_IsMask", Int) = 1 _Mask("Base (RGB)", 2D) = "white" {} _Mask2("Base2 (RGB)", 2D) = "white" {} [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 #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile _ROLEID_R0 _ROLEID_R1 _ROLEID_R2 _ROLEID_R3 _ROLEID_R4 _ROLEID_R5 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 uv : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; #if defined(_ROLEID_R0) sampler2D _RoleTex0; #elif defined(_ROLEID_R1) sampler2D _RoleTex1; #elif defined(_ROLEID_R2) sampler2D _RoleTex2; #elif defined(_ROLEID_R3) sampler2D _RoleTex3; #elif defined(_ROLEID_R4) sampler2D _RoleTex4; #elif defined(_ROLEID_R5) sampler2D _RoleTex5; #endif fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; int _IsMask; sampler2D _Mask; sampler2D _Mask2; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.texcoord = v.texcoord; OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { #if defined(_ROLEID_R0) half4 color = (tex2D(_RoleTex0, IN.texcoord) + _TextureSampleAdd) * IN.color; #elif defined(_ROLEID_R1) half4 color = (tex2D(_RoleTex1, IN.texcoord) + _TextureSampleAdd) * IN.color; #elif defined(_ROLEID_R2) half4 color = (tex2D(_RoleTex2, IN.texcoord) + _TextureSampleAdd) * IN.color; #elif defined(_ROLEID_R3) half4 color = (tex2D(_RoleTex3, IN.texcoord) + _TextureSampleAdd) * IN.color; #elif defined(_ROLEID_R4) half4 color = (tex2D(_RoleTex4, IN.texcoord) + _TextureSampleAdd) * IN.color; #elif defined(_ROLEID_R5) half4 color = (tex2D(_RoleTex5, IN.texcoord) + _TextureSampleAdd) * IN.color; #endif #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif if (_IsMask == 1) { half4 mask = tex2D(_Mask, IN.uv); color.a *= mask.a; } else { half4 mask = tex2D(_Mask2, IN.uv); color.a *= mask.a; } return color; } ENDCG } } }