181 lines
5.9 KiB
Plaintext
181 lines
5.9 KiB
Plaintext
Shader "UI/Soft Shadow"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_ShadowColor ("Shadow Color", Color) = (0,0,0,0.65)
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_ShadowOffset ("Shadow Offset (Pixels)", Vector) = (6,-6,0,0)
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_ShadowBlur ("Shadow Blur", Range(0,8)) = 2
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_ShadowStrength ("Shadow Strength", Range(0,2)) = 1
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_InsetPadding ("Extra Safe Inset", Range(0,0.25)) = 0.02
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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fixed4 _ShadowColor;
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float4 _ShadowOffset;
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float _ShadowBlur;
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float _ShadowStrength;
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float _InsetPadding;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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float2 GetContentPad()
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{
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float2 autoPad = abs(_ShadowOffset.xy) * _MainTex_TexelSize.xy;
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autoPad += (_MainTex_TexelSize.xy * _ShadowBlur * 2.5);
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autoPad += _InsetPadding.xx;
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return clamp(autoPad, 0.0, 0.45);
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}
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float2 RemapUvToContent(float2 uv, float2 pad)
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{
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float2 denom = max(1e-5.xx, 1.0.xx - pad * 2.0);
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return (uv - pad) / denom;
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}
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fixed4 SampleSprite(float2 uv, fixed4 tint)
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{
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float inside = step(0.0, uv.x) * step(0.0, uv.y) * step(uv.x, 1.0) * step(uv.y, 1.0);
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if (inside < 0.5)
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{
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return 0;
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}
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fixed4 c = (tex2D(_MainTex, uv) + _TextureSampleAdd) * tint;
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c.rgb *= c.a;
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return c;
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}
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float SampleShadowAlpha(float2 uv, fixed alphaTint)
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{
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float2 offsetUv = uv + (_MainTex_TexelSize.xy * _ShadowOffset.xy);
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float2 blurUv = _MainTex_TexelSize.xy * _ShadowBlur;
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float a = 0.0;
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a += tex2D(_MainTex, offsetUv).a * 0.22702703;
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a += tex2D(_MainTex, offsetUv + float2( blurUv.x, 0)).a * 0.19459459;
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a += tex2D(_MainTex, offsetUv + float2(-blurUv.x, 0)).a * 0.19459459;
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a += tex2D(_MainTex, offsetUv + float2(0, blurUv.y)).a * 0.19459459;
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a += tex2D(_MainTex, offsetUv + float2(0, -blurUv.y)).a * 0.19459459;
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a += tex2D(_MainTex, offsetUv + float2( blurUv.x, blurUv.y)).a * 0.12162162;
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a += tex2D(_MainTex, offsetUv + float2(-blurUv.x, blurUv.y)).a * 0.12162162;
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a += tex2D(_MainTex, offsetUv + float2( blurUv.x, -blurUv.y)).a * 0.12162162;
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a += tex2D(_MainTex, offsetUv + float2(-blurUv.x, -blurUv.y)).a * 0.12162162;
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return saturate(a * alphaTint * _ShadowStrength);
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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float2 pad = GetContentPad();
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float2 contentUv = RemapUvToContent(IN.texcoord, pad);
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fixed4 src = SampleSprite(contentUv, IN.color);
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float shadowAlpha = SampleShadowAlpha(contentUv, IN.color.a) * _ShadowColor.a;
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fixed3 shadowRgb = _ShadowColor.rgb * shadowAlpha;
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fixed4 col;
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col.a = src.a + shadowAlpha * (1.0 - src.a);
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col.rgb = src.rgb + shadowRgb * (1.0 - src.a);
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#ifdef UNITY_UI_CLIP_RECT
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col *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(col.a - 0.001);
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#endif
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return col;
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}
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ENDHLSL
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}
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}
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}
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