UI-Effect-Shiny.shader 3.6 KB

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  1. Shader "UI/Hidden/UI-Effect-Shiny"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7. _StencilComp ("Stencil Comparison", Float) = 8
  8. _Stencil ("Stencil ID", Float) = 0
  9. _StencilOp ("Stencil Operation", Float) = 0
  10. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  11. _StencilReadMask ("Stencil Read Mask", Float) = 255
  12. _ColorMask ("Color Mask", Float) = 15
  13. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  14. }
  15. SubShader
  16. {
  17. Tags
  18. {
  19. "Queue"="Transparent"
  20. "IgnoreProjector"="True"
  21. "RenderType"="Transparent"
  22. "PreviewType"="Plane"
  23. "CanUseSpriteAtlas"="True"
  24. }
  25. Stencil
  26. {
  27. Ref [_Stencil]
  28. Comp [_StencilComp]
  29. Pass [_StencilOp]
  30. ReadMask [_StencilReadMask]
  31. WriteMask [_StencilWriteMask]
  32. }
  33. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest [unity_GUIZTestMode]
  37. Blend SrcAlpha OneMinusSrcAlpha
  38. ColorMask [_ColorMask]
  39. Pass
  40. {
  41. Name "Default"
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  47. #include "UnityCG.cginc"
  48. #include "UnityUI.cginc"
  49. struct appdata_t
  50. {
  51. float4 vertex : POSITION;
  52. float4 color : COLOR;
  53. float2 texcoord : TEXCOORD0;
  54. UNITY_VERTEX_INPUT_INSTANCE_ID
  55. float2 uv1 : TEXCOORD1;
  56. };
  57. struct v2f
  58. {
  59. float4 vertex : SV_POSITION;
  60. fixed4 color : COLOR;
  61. float2 texcoord : TEXCOORD0;
  62. float4 worldPosition : TEXCOORD1;
  63. UNITY_VERTEX_OUTPUT_STEREO
  64. half4 effectFactor : TEXCOORD2;
  65. half2 effectFactor2 : TEXCOORD3;
  66. };
  67. fixed4 _Color;
  68. fixed4 _TextureSampleAdd;
  69. float4 _ClipRect;
  70. sampler2D _MainTex;
  71. float4 _MainTex_TexelSize;
  72. fixed4 UnpackToVec4(float value)
  73. {
  74. const int PACKER_STEP = 64;
  75. const int PRECISION = PACKER_STEP - 1;
  76. fixed4 color;
  77. color.r = (value % PACKER_STEP) / PRECISION;
  78. value = floor(value / PACKER_STEP);
  79. color.g = (value % PACKER_STEP) / PRECISION;
  80. value = floor(value / PACKER_STEP);
  81. color.b = (value % PACKER_STEP) / PRECISION;
  82. value = floor(value / PACKER_STEP);
  83. color.a = (value % PACKER_STEP) / PRECISION;
  84. return color;
  85. }
  86. half2 UnpackToVec2(float value)
  87. {
  88. const int PACKER_STEP = 4096;
  89. const int PRECISION = PACKER_STEP - 1;
  90. fixed4 color;
  91. color.x = (value % PACKER_STEP) / PRECISION;
  92. value = floor(value / PACKER_STEP);
  93. color.y = (value % PACKER_STEP) / PRECISION;
  94. return color;
  95. }
  96. v2f vert(appdata_t IN)
  97. {
  98. v2f OUT;
  99. UNITY_SETUP_INSTANCE_ID(IN);
  100. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  101. OUT.worldPosition = IN.vertex;
  102. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  103. OUT.texcoord = IN.texcoord;
  104. OUT.color = IN.color * _Color;
  105. OUT.effectFactor = UnpackToVec4(IN.uv1.x);
  106. OUT.effectFactor2 = UnpackToVec2(IN.uv1.y);
  107. OUT.effectFactor2.x = OUT.effectFactor2.x * 2 - 0.5;
  108. return OUT;
  109. }
  110. fixed4 frag(v2f IN) : SV_Target
  111. {
  112. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
  113. fixed4 originAlpha = color.a;
  114. color *= IN.color;
  115. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  116. #ifdef UNITY_UI_ALPHACLIP
  117. clip (color.a - 0.001);
  118. #endif
  119. half pos = IN.effectFactor.x - IN.effectFactor2.x;
  120. half normalized = 1 - saturate(abs(pos / IN.effectFactor.z));
  121. half shinePower = smoothstep(0, IN.effectFactor.y*2, normalized);
  122. half3 reflectColor = lerp(1, color.rgb * 10, IN.effectFactor2.y);
  123. color.rgb += originAlpha * (shinePower / 2) * IN.effectFactor.w * reflectColor;
  124. return color;
  125. }
  126. ENDCG
  127. }
  128. }
  129. }