163 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			163 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
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Shader "UI/AlphaMask"
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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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		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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		[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
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		_Color ("Tint", Color) = (1,1,1,1)
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		[Toggle(_IsMask)] _IsMask("_IsMask", Int) = 1
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		_Mask ("Base (RGB)", 2D) = "white" {}
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		_Mask2 ("Base2 (RGB)", 2D) = "white" {}
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		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
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		[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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		[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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		[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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		[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
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		[HideInInspector] _ColorMask ("Color Mask", Float) = 15
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		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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		// Outline properties are drawn via custom editor.
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		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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		[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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		[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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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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		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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		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 SrcAlpha OneMinusSrcAlpha
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		ColorMask [_ColorMask]
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		Pass
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		{
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			Name "Normal"
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		CGPROGRAM
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			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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			#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
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			#pragma vertex vert
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			#pragma fragment frag
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			#pragma target 2.0
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			#include "UnityCG.cginc"
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			#include "UnityUI.cginc"
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			#pragma multi_compile __ UNITY_UI_ALPHACLIP
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			struct VertexInput {
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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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				UNITY_VERTEX_INPUT_INSTANCE_ID
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			};
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			struct VertexOutput {
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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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				float4 worldPosition : TEXCOORD1;
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				float2 uv : TEXCOORD2;
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				UNITY_VERTEX_OUTPUT_STEREO
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			};
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			fixed4 _Color;
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			fixed4 _TextureSampleAdd;
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			float4 _ClipRect;
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            sampler2D _MainTex; 
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            float4 _MainTex_ST; 
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			int _IsMask;
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			sampler2D _Mask;
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			sampler2D _Mask2;
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			VertexOutput vert (VertexInput IN) {
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				VertexOutput OUT;
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				UNITY_SETUP_INSTANCE_ID(IN);
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				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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				OUT.worldPosition = IN.vertex;
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				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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				OUT.texcoord = IN.texcoord;
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				OUT.uv = TRANSFORM_TEX(IN.texcoord, _MainTex);
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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 * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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				return OUT;
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			}
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			//sampler2D _MainTex;
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			fixed4 frag (VertexOutput IN) : SV_Target
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			{
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				half4 texColor = tex2D(_MainTex, IN.texcoord);
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				#if defined(_STRAIGHT_ALPHA_INPUT)
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				texColor.rgb *= texColor.a;
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				#endif
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				half4 color = (texColor + _TextureSampleAdd) * IN.color;
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				#ifdef _CANVAS_GROUP_COMPATIBLE
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				// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
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				color.rgb *= IN.color.a;
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				#endif
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				color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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				#ifdef UNITY_UI_ALPHACLIP
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				clip (color.a - 0.001);
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				#endif
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				if (_IsMask == 1) {
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					half4 mask = tex2D(_Mask, IN.uv);
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					color.a *= mask.a;
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				}
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				else {
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					half4 mask = tex2D(_Mask2, IN.uv);
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					color.a *= mask.a;
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				}
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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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	CustomEditor "SpineShaderWithOutlineGUI"
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}
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