Net.Like.Xue.Tokyo/Assets/Plugins/RapidIcon/Shaders/PostProcessing/Underlay.shader

113 lines
2.8 KiB
Plaintext

Shader "RapidIcon/PostProcessing/Underlay"
{
Properties
{
[NoScaleOffset]
_MainTex("Tex", 2D) = "black" {}
[NoScaleOffset]
_UnderlayTex("Underlay Image", 2D) = "black" {}
[Toggle]
_MatchAspect("Match Image Aspect Ratio", Int) = 1
_Scale("Scale", Float) = 1
_OffsetX("X Offset", Float) = 0
_OffsetY("Y Offset", Float) = 0
}
SubShader
{
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uvMain : TEXCOORD0;
float2 uvUnderlay : TEXCOORD1;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float2 uvUnderlay : TEXCOORD1;
float4 vertex : SV_POSITION;
};
float4 _MainTex_TexelSize;
float4 _UnderlayTex_TexelSize;
int _MatchAspect;
float _Scale;
float _OffsetX;
float _OffsetY;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = v.uvMain;
o.uvUnderlay = v.uvUnderlay;
o.uvUnderlay.x -= _OffsetX;
o.uvUnderlay.y -= _OffsetY;
o.uvUnderlay = (o.uvUnderlay - 0.5) / _Scale + 0.5;
if (_UnderlayTex_TexelSize.z > _UnderlayTex_TexelSize.w)
{
float aspectScale = _UnderlayTex_TexelSize.x / _UnderlayTex_TexelSize.y;
o.uvUnderlay.y = (o.uvUnderlay.y - 0.5) / aspectScale + 0.5;
}
else
{
float aspectScale = _UnderlayTex_TexelSize.y / _UnderlayTex_TexelSize.x;
o.uvUnderlay.x = (o.uvUnderlay.x - 0.5) / aspectScale + 0.5;
}
if (!_MatchAspect) {
if (_MainTex_TexelSize.z > _MainTex_TexelSize.w)
{
float aspectScale = _MainTex_TexelSize.y / _MainTex_TexelSize.x;
o.uvUnderlay.y = (o.uvUnderlay.y - 0.5) / aspectScale + 0.5;
}
else
{
float aspectScale = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
o.uvUnderlay.x = (o.uvUnderlay.x - 0.5) / aspectScale + 0.5;
}
}
return o;
}
sampler2D _MainTex;
sampler2D _UnderlayTex;
fixed4 frag(v2f i) : SV_Target
{
fixed4 main = tex2D(_MainTex, i.uvMain);
fixed4 underlay = tex2D(_UnderlayTex, i.uvUnderlay);
fixed4 output;
if (i.uvUnderlay.x < 0 || i.uvUnderlay.x > 1 || i.uvUnderlay.y < 0 || i.uvUnderlay.y > 1)
output = main;
else
{
if (underlay.a > 0)
output.rgb = lerp(underlay.rgb, main.rgb, main.a);
else
output.rgb = main;
output.a = 1 - ((1 - main.a)*(1 - underlay.a));
}
return output;
}
ENDCG
}
}
}