Files
MinFt/Client/Assets/AssetsPackage/Fx/Shader/fx_ui_common_add.shader
2026-04-27 12:07:32 +08:00

199 lines
9.4 KiB
Plaintext

// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Dong/fx_ui_common_uv"
{
Properties
{
[PerRendererData] _MainTex ("Sprite 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
_UV_Color("UV_Color", Color) = (1,1,1,1)
_Uv_Tex("Uv_Tex", 2D) = "black" {}
_UV_speed("UV_speed", Vector) = (0,0,0,0)
_Turb_Tex("Turb_Tex", 2D) = "white" {}
_Turb_speed("Turb_speed", Vector) = (0,0,0,0)
_Turb_Scale("Turb_Scale", Float) = 0
_Mask("Mask", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
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 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _Color;
uniform fixed4 _TextureSampleAdd;
uniform float4 _ClipRect;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _Uv_Tex;
uniform float2 _UV_speed;
uniform float4 _Uv_Tex_ST;
uniform sampler2D _Turb_Tex;
uniform float2 _Turb_speed;
uniform float4 _Turb_Tex_ST;
uniform float _Turb_Scale;
uniform float4 _UV_Color;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
v2f vert( appdata_t IN )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
OUT.worldPosition = IN.vertex;
OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode160 = tex2D( _MainTex, uv_MainTex );
float2 uv_Uv_Tex = IN.texcoord.xy * _Uv_Tex_ST.xy + _Uv_Tex_ST.zw;
float2 panner173 = ( 1.0 * _Time.y * _UV_speed + uv_Uv_Tex);
float2 uv_Turb_Tex = IN.texcoord.xy * _Turb_Tex_ST.xy + _Turb_Tex_ST.zw;
float2 panner167 = ( 1.0 * _Time.y * _Turb_speed + uv_Turb_Tex);
float4 lerpResult170 = lerp( float4( panner173, 0.0 , 0.0 ) , tex2D( _Turb_Tex, panner167 ) , _Turb_Scale);
float2 uv_Mask = IN.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
half4 color = ( ( tex2DNode160 + ( tex2D( _Uv_Tex, lerpResult170.rg ) * _UV_Color * tex2DNode160.a * tex2D( _Mask, uv_Mask ).a ) ) * IN.color );
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
Fallback Off
}
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