Shape.shader 5.0 KB

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  1. Shader "Shapes2D/Shape" {
  2. Properties {
  3. // this is to make SpriteRenderer happy
  4. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  5. [HideInInspector] _Shapes2D_SrcBlend ("Src Blend", Float) = 0
  6. [HideInInspector] _Shapes2D_DstBlend ("Dst Blend", Float) = 0
  7. [HideInInspector] _Shapes2D_SrcAlpha ("Src Alpha", Float) = 0
  8. [HideInInspector] _Shapes2D_DstAlpha ("Dst Alpha", Float) = 0
  9. // UI-related masking options, Unity complains if they aren't here
  10. [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
  11. [HideInInspector] _Stencil ("Stencil ID", Float) = 0
  12. [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
  13. [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
  14. [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
  15. [HideInInspector] _ColorMask ("Color Mask", Float) = 15
  16. }
  17. SubShader {
  18. Tags {
  19. "Queue"="Transparent"
  20. "IgnoreProjector"="True"
  21. "RenderType"="Transparent"
  22. "PreviewType"="Plane"
  23. }
  24. Cull Off
  25. Lighting Off
  26. ZWrite Off
  27. Blend [_Shapes2D_SrcBlend] [_Shapes2D_DstBlend], [_Shapes2D_SrcAlpha] [_Shapes2D_DstAlpha]
  28. // UI-related masking options
  29. Stencil {
  30. Ref [_Stencil]
  31. Comp [_StencilComp]
  32. Pass [_StencilOp]
  33. ReadMask [_StencilReadMask]
  34. WriteMask [_StencilWriteMask]
  35. }
  36. ColorMask [_ColorMask]
  37. Pass {
  38. CGPROGRAM
  39. #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
  40. #pragma multi_compile FILL_NONE FILL_OUTLINE_COLOR FILL_SOLID_COLOR FILL_GRADIENT FILL_GRID FILL_CHECKERBOARD FILL_STRIPES FILL_TEXTURE
  41. #pragma vertex vert
  42. #pragma fragment frag
  43. #pragma target 3.0
  44. #include "UnityCG.cginc"
  45. #include "UnityUI.cginc"
  46. // UI-related masking options
  47. int _UseClipRect = 0;
  48. float4 _ClipRect;
  49. // values passed in from user space
  50. float _PixelSize; // in world units (if 0, we'll calc it ourselves)
  51. float _XScale;
  52. float _YScale;
  53. fixed4 _OutlineColor;
  54. fixed4 _FillColor;
  55. fixed4 _FillColor2;
  56. float _FillRotation;
  57. float _FillOffsetX;
  58. float _FillOffsetY;
  59. float _FillScaleX;
  60. float _FillScaleY;
  61. float _GridSize;
  62. float _LineSize;
  63. int _GradientType;
  64. int _GradientAxis;
  65. float _GradientStart;
  66. float _OutlineSize;
  67. float _Blur;
  68. sampler2D _FillTexture;
  69. // this is disabled when we're rendering to texture during sprite conversion
  70. int _PreMultiplyAlpha = 1;
  71. // these are internal globals, not passed in from user space
  72. float _OuterBlur;
  73. float _InnerBlur;
  74. #include "Common.cginc"
  75. struct appdata_t {
  76. float4 vertex : POSITION;
  77. float4 color : COLOR;
  78. float2 texcoord : TEXCOORD0;
  79. };
  80. struct v2f {
  81. float4 pos : SV_POSITION;
  82. float2 uv : TEXCOORD0;
  83. float4 modelPos : TEXCOORD1;
  84. fixed4 color : COLOR;
  85. };
  86. v2f vert(appdata_t v) {
  87. v2f o;
  88. o.pos = UnityObjectToClipPos(v.vertex);
  89. // translate input uv coords (which are from 0 - 1 on either dimension) to something more
  90. // useful (-0.5 to 0.5).
  91. o.uv = v.texcoord.xy - 0.5;
  92. o.modelPos = v.vertex;
  93. // hijack modelPos.z to be distance from camera plane since it
  94. // isn't being used for anything else. used for pixel size.
  95. o.modelPos.z = -UnityObjectToViewPos(v.vertex).z;
  96. // for Unity versions < 5.4.0f3
  97. // o.modelPos.z = -mul(UNITY_MATRIX_MV, v.vertex).z;
  98. o.color = v.color;
  99. return o;
  100. }
  101. #if RECTANGLE
  102. #include "Rectangle.cginc"
  103. #endif
  104. #if ELLIPSE || SIMPLE_ELLIPSE
  105. #include "Ellipse.cginc"
  106. #endif
  107. #if TRIANGLE
  108. #include "Triangle.cginc"
  109. #endif
  110. #if POLYGON_MAP || POLYGON_8 || POLYGON_16 || POLYGON_24 || POLYGON_32 || POLYGON_40 || POLYGON_48 || POLYGON_56 || POLYGON_64
  111. #include "Polygon.cginc"
  112. #endif
  113. #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
  114. #include "Path.cginc"
  115. #endif
  116. ENDCG
  117. }
  118. }
  119. }