166 lines
5.1 KiB
Plaintext
166 lines
5.1 KiB
Plaintext
Shader "UI/TranslucentImage"
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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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_Vibrancy("Vibrancy", Float) = 1
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_Brightness("Brightness", Float) = 0
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_Flatten("Flatten", Float) = 0
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 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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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "lib.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata
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{
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half4 vertex : POSITION;
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half4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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half2 extraData : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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half4 vertex : SV_POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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half4 worldPosition : TEXCOORD1;
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float4 blurTexcoord : TEXCOORD2;
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half2 extraData : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _TextureSampleAdd;
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half4 _ClipRect;
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float4 _CropRegion; //xMin, yMin, xMax, yMax
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v2f vert(appdata IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_OUTPUT(v2f, OUT);
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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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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw - 1.0)*half2(-1,1);
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#endif
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OUT.color = IN.color;
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OUT.texcoord = IN.texcoord;
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OUT.blurTexcoord = ComputeNonStereoScreenPos(OUT.vertex);
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#if UNITY_VERSION >= 202120 && UNITY_UV_STARTS_AT_TOP
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if(_ProjectionParams.x > 0 && unity_MatrixVP[1][1] < 0)
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OUT.blurTexcoord.y = OUT.blurTexcoord.w - OUT.blurTexcoord.y;
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#endif
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OUT.extraData = IN.extraData;
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return OUT;
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}
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sampler2D _MainTex;
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
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uniform half _Vibrancy;
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uniform half _Flatten;
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uniform half _Brightness;
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half4 frag(v2f IN) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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//Overlay
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half4 foregroundColor = tex2D(_MainTex, IN.texcoord.xy) + _TextureSampleAdd;
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foregroundColor *= IN.color;
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half2 blurTexcoord = IN.blurTexcoord.xy / IN.blurTexcoord.w;
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blurTexcoord = getCroppedCoord(blurTexcoord, _CropRegion);
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half3 backgroundColor = SAMPLE_SCREEN_TEX(_BlurTex, blurTexcoord).rgb;
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//saturate help keep color in range
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//Exclusion blend
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half3 fgScaled = lerp(half3(0,0,0), foregroundColor.rgb * IN.extraData[0], _Flatten);
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backgroundColor = saturate(backgroundColor + fgScaled - 2 * fgScaled * backgroundColor);
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//Vibrancy
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backgroundColor = saturate(lerp(LinearRgbToLuminance(backgroundColor), backgroundColor, _Vibrancy));
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//Brightness
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backgroundColor = saturate(backgroundColor + _Brightness);
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//Alpha blend with backgroundColor
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half4 color = half4(
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lerp(backgroundColor, foregroundColor.rgb, IN.extraData[0]),
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foregroundColor.a
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);
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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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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return color;
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}
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ENDCG
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}
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}
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}
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