Shader "Shapes2D/Shape" { Properties { // this is to make SpriteRenderer happy [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _Shapes2D_SrcBlend ("Src Blend", Float) = 0 [HideInInspector] _Shapes2D_DstBlend ("Dst Blend", Float) = 0 [HideInInspector] _Shapes2D_SrcAlpha ("Src Alpha", Float) = 0 [HideInInspector] _Shapes2D_DstAlpha ("Dst Alpha", Float) = 0 // UI-related masking options, Unity complains if they aren't here [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 [HideInInspector] _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Cull Off Lighting Off ZWrite Off Blend [_Shapes2D_SrcBlend] [_Shapes2D_DstBlend], [_Shapes2D_SrcAlpha] [_Shapes2D_DstAlpha] // UI-related masking options Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } ColorMask [_ColorMask] Pass { CGPROGRAM #pragma multi_compile RECTANGLE ELLIPSE SIMPLE_ELLIPSE POLYGON_MAP POLYGON_8 POLYGON_16 POLYGON_24 POLYGON_32 POLYGON_40 POLYGON_48 POLYGON_56 POLYGON_64 TRIANGLE PATH_1 PATH_2 PATH_4 PATH_8 PATH_16 PATH_24 PATH_32 FILLED_PATH_1 FILLED_PATH_2 FILLED_PATH_4 FILLED_PATH_8 FILLED_PATH_16 FILLED_PATH_24 FILLED_PATH_32 #pragma multi_compile FILL_NONE FILL_OUTLINE_COLOR FILL_SOLID_COLOR FILL_GRADIENT FILL_GRID FILL_CHECKERBOARD FILL_STRIPES FILL_TEXTURE #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" // UI-related masking options int _UseClipRect = 0; float4 _ClipRect; // values passed in from user space float _PixelSize; // in world units (if 0, we'll calc it ourselves) float _XScale; float _YScale; fixed4 _OutlineColor; fixed4 _FillColor; fixed4 _FillColor2; float _FillRotation; float _FillOffsetX; float _FillOffsetY; float _FillScaleX; float _FillScaleY; float _GridSize; float _LineSize; int _GradientType; int _GradientAxis; float _GradientStart; float _OutlineSize; float _Blur; sampler2D _FillTexture; // this is disabled when we're rendering to texture during sprite conversion int _PreMultiplyAlpha = 1; // these are internal globals, not passed in from user space float _OuterBlur; float _InnerBlur; #include "Common.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 modelPos : TEXCOORD1; fixed4 color : COLOR; }; v2f vert(appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); // translate input uv coords (which are from 0 - 1 on either dimension) to something more // useful (-0.5 to 0.5). o.uv = v.texcoord.xy - 0.5; o.modelPos = v.vertex; // hijack modelPos.z to be distance from camera plane since it // isn't being used for anything else. used for pixel size. o.modelPos.z = -UnityObjectToViewPos(v.vertex).z; // for Unity versions < 5.4.0f3 // o.modelPos.z = -mul(UNITY_MATRIX_MV, v.vertex).z; o.color = v.color; return o; } #if RECTANGLE #include "Rectangle.cginc" #endif #if ELLIPSE || SIMPLE_ELLIPSE #include "Ellipse.cginc" #endif #if TRIANGLE #include "Triangle.cginc" #endif #if POLYGON_MAP || POLYGON_8 || POLYGON_16 || POLYGON_24 || POLYGON_32 || POLYGON_40 || POLYGON_48 || POLYGON_56 || POLYGON_64 #include "Polygon.cginc" #endif #if PATH_1 || PATH_2 || PATH_4 || PATH_8 || PATH_16 || PATH_24 || PATH_32 || FILLED_PATH_1 || FILLED_PATH_2 || FILLED_PATH_4 || FILLED_PATH_8 || FILLED_PATH_16 || FILLED_PATH_24 || FILLED_PATH_32 #include "Path.cginc" #endif ENDCG } } }