80 lines
2.0 KiB
HLSL
80 lines
2.0 KiB
HLSL
|
//Based on unity builtin shader
|
||
|
//Currently this include only works for the default UI
|
||
|
#ifndef MK_GLOW_UI
|
||
|
#define MK_GLOW_UI
|
||
|
|
||
|
#if defined(_EMISSION)
|
||
|
#define EMISSION
|
||
|
#elif defined(_EMISSION_ONLY)
|
||
|
#define EMISSION_ONLY
|
||
|
#endif
|
||
|
|
||
|
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;
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
fixed4 _Color;
|
||
|
fixed4 _TextureSampleAdd;
|
||
|
float4 _ClipRect;
|
||
|
float4 _MainTex_ST;
|
||
|
|
||
|
#if defined(EMISSION) || defined(EMISSION_ONLY)
|
||
|
uniform fixed3 _EmissionColor;
|
||
|
uniform sampler2D _EmissionMap;
|
||
|
#endif
|
||
|
|
||
|
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.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||
|
|
||
|
OUT.color = v.color * _Color;
|
||
|
return OUT;
|
||
|
}
|
||
|
|
||
|
fixed4 frag(v2f IN) : SV_Target
|
||
|
{
|
||
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||
|
|
||
|
#ifdef UNITY_UI_CLIP_RECT
|
||
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_UI_ALPHACLIP
|
||
|
clip (color.a - 0.001);
|
||
|
#endif
|
||
|
|
||
|
#if defined(EMISSION)
|
||
|
fixed4 g = tex2D(_EmissionMap, IN.texcoord);
|
||
|
g.rgb *= _EmissionColor;
|
||
|
color.rgb += g.rgb * g.a;
|
||
|
#elif defined(EMISSION_ONLY)
|
||
|
fixed4 g = tex2D(_EmissionMap, IN.texcoord);
|
||
|
g.rgb *= _EmissionColor;
|
||
|
color.rgb = g.rgb * g.a;
|
||
|
#endif
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
#endif
|