miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/UI-Default-Role.shader

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// 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
}
}
}