BITFALL/Assets/Plugins/_MK/MKGlow/Shaders/Inc/UI.hlsl

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2023-10-20 19:31:12 +08:00
//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