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- Shader "UI/Hidden/UI-Effect-Shiny"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
-
- _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
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float2 uv1 : TEXCOORD1;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
-
- half4 effectFactor : TEXCOORD2;
- half2 effectFactor2 : TEXCOORD3;
- };
-
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- fixed4 UnpackToVec4(float value)
- {
- const int PACKER_STEP = 64;
- const int PRECISION = PACKER_STEP - 1;
- fixed4 color;
- color.r = (value % PACKER_STEP) / PRECISION;
- value = floor(value / PACKER_STEP);
- color.g = (value % PACKER_STEP) / PRECISION;
- value = floor(value / PACKER_STEP);
- color.b = (value % PACKER_STEP) / PRECISION;
- value = floor(value / PACKER_STEP);
- color.a = (value % PACKER_STEP) / PRECISION;
- return color;
- }
- half2 UnpackToVec2(float value)
- {
- const int PACKER_STEP = 4096;
- const int PRECISION = PACKER_STEP - 1;
- fixed4 color;
- color.x = (value % PACKER_STEP) / PRECISION;
- value = floor(value / PACKER_STEP);
- color.y = (value % PACKER_STEP) / PRECISION;
- return color;
- }
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
-
- OUT.color = IN.color * _Color;
- OUT.effectFactor = UnpackToVec4(IN.uv1.x);
- OUT.effectFactor2 = UnpackToVec2(IN.uv1.y);
- OUT.effectFactor2.x = OUT.effectFactor2.x * 2 - 0.5;
- return OUT;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
- fixed4 originAlpha = color.a;
- color *= IN.color;
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip (color.a - 0.001);
- #endif
- half pos = IN.effectFactor.x - IN.effectFactor2.x;
- half normalized = 1 - saturate(abs(pos / IN.effectFactor.z));
- half shinePower = smoothstep(0, IN.effectFactor.y*2, normalized);
- half3 reflectColor = lerp(1, color.rgb * 10, IN.effectFactor2.y);
- color.rgb += originAlpha * (shinePower / 2) * IN.effectFactor.w * reflectColor;
- return color;
- }
- ENDCG
- }
- }
- }
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