Net.Like.Xue.Tokyo/Assets/Plugins/Le Tai's Asset/TranslucentImage/Resources/TranslucentImage.shader

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Shader "UI/TranslucentImage"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Vibrancy("Vibrancy", Float) = 1
_Brightness("Brightness", Float) = 0
_Flatten("Flatten", Float) = 0
_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(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
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "lib.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata
{
half4 vertex : POSITION;
half4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 extraData : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
half4 vertex : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
half4 worldPosition : TEXCOORD1;
float4 blurTexcoord : TEXCOORD2;
half2 extraData : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _TextureSampleAdd;
half4 _ClipRect;
float4 _CropRegion; //xMin, yMin, xMax, yMax
v2f vert(appdata IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_OUTPUT(v2f, OUT);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*half2(-1,1);
#endif
OUT.color = IN.color;
OUT.texcoord = IN.texcoord;
OUT.blurTexcoord = ComputeNonStereoScreenPos(OUT.vertex);
#if UNITY_VERSION >= 202120 && UNITY_UV_STARTS_AT_TOP
if(_ProjectionParams.x > 0 && unity_MatrixVP[1][1] < 0)
OUT.blurTexcoord.y = OUT.blurTexcoord.w - OUT.blurTexcoord.y;
#endif
OUT.extraData = IN.extraData;
return OUT;
}
sampler2D _MainTex;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
uniform half _Vibrancy;
uniform half _Flatten;
uniform half _Brightness;
half4 frag(v2f IN) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
//Overlay
half4 foregroundColor = tex2D(_MainTex, IN.texcoord.xy) + _TextureSampleAdd;
foregroundColor *= IN.color;
half2 blurTexcoord = IN.blurTexcoord.xy / IN.blurTexcoord.w;
blurTexcoord = getCroppedCoord(blurTexcoord, _CropRegion);
half3 backgroundColor = SAMPLE_SCREEN_TEX(_BlurTex, blurTexcoord).rgb;
//saturate help keep color in range
//Exclusion blend
half3 fgScaled = lerp(half3(0,0,0), foregroundColor.rgb * IN.extraData[0], _Flatten);
backgroundColor = saturate(backgroundColor + fgScaled - 2 * fgScaled * backgroundColor);
//Vibrancy
backgroundColor = saturate(lerp(LinearRgbToLuminance(backgroundColor), backgroundColor, _Vibrancy));
//Brightness
backgroundColor = saturate(backgroundColor + _Brightness);
//Alpha blend with backgroundColor
half4 color = half4(
lerp(backgroundColor, foregroundColor.rgb, IN.extraData[0]),
foregroundColor.a
);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}