97 lines
3.0 KiB
Plaintext
97 lines
3.0 KiB
Plaintext
Shader "UI/Prerendered Opaque"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
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Blend One Zero, Zero Zero
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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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#pragma multi_compile _ WITH_CLIP
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#pragma multi_compile _ EXPENSIVE
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#pragma multi_compile _ ALPHA_TO_MASK
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#pragma multi_compile _ OVERLAP_MASK
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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#if !WITH_CLIP && !ALPHA_TO_MASK
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if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0)
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{
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return _Color;
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}
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#endif
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#if OVERLAP_MASK
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// perform 4x multitap sample, selecting min value
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float2 dx = 0.5 * ddx(i.texcoord);
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float2 dy = 0.5 * ddy(i.texcoord);
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// sample the corners of the pixel
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fixed4 col = min(
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min(
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tex2D(_MainTex, i.texcoord + dx + dy),
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tex2D(_MainTex, i.texcoord - dx + dy)),
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min(
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tex2D(_MainTex, i.texcoord + dx - dy),
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tex2D(_MainTex, i.texcoord - dx - dy)));
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#elif EXPENSIVE
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// perform 4x multitap sample
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float2 dx = 0.25 * ddx(i.texcoord);
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float2 dy = 0.25 * ddy(i.texcoord);
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// sample four points inside the pixel
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fixed4 col = 0.25 * (
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tex2D(_MainTex, i.texcoord + dx + dy) +
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tex2D(_MainTex, i.texcoord - dx + dy) +
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tex2D(_MainTex, i.texcoord + dx - dy) +
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tex2D(_MainTex, i.texcoord - dx - dy));
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#else
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fixed4 col = tex2D(_MainTex, i.texcoord);
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#endif
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col *= _Color;
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#if WITH_CLIP
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clip(col.a - 0.5);
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#endif
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#if ALPHA_TO_MASK
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// quantize to avoid dither
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col.a = floor(4.0 * col.a + 0.5) * 0.25;
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#endif
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return col;
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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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