Font2.shader 2.4 KB

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  1. 
  2. Shader "BFI/Font2"
  3. {
  4. Properties
  5. {
  6. _MainTex("Texture", 2D) = "white" {}
  7. _MainTex2("Texture2", 2D) = "white" {}
  8. _Color("Tint", Color) = (1,1,1,1)
  9. _StencilComp("Stencil Comparison", Float) = 8
  10. _Stencil("Stencil ID", Float) = 0
  11. _StencilOp("Stencil Operation", Float) = 0
  12. _StencilWriteMask("Stencil Write Mask", Float) = 255
  13. _StencilReadMask("Stencil Read Mask", Float) = 255
  14. _ColorMask("Color Mask", Float) = 15
  15. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  16. }
  17. SubShader
  18. {
  19. Tags
  20. {
  21. "Queue" = "Transparent"
  22. "IgnoreProjector" = "True"
  23. "RenderType" = "Transparent"
  24. "PreviewType" = "Plane"
  25. "CanUseSpriteAtlas" = "True"
  26. }
  27. Stencil
  28. {
  29. Ref[_Stencil]
  30. Comp[_StencilComp]
  31. Pass[_StencilOp]
  32. ReadMask[_StencilReadMask]
  33. WriteMask[_StencilWriteMask]
  34. }
  35. Cull Off
  36. Lighting Off
  37. ZWrite Off
  38. ZTest[unity_GUIZTestMode]
  39. Blend SrcAlpha OneMinusSrcAlpha
  40. ColorMask[_ColorMask]
  41. Pass
  42. {
  43. Name "Default"
  44. CGPROGRAM
  45. #pragma vertex vert
  46. #pragma fragment frag
  47. #pragma target 2.0
  48. #include "UnityCG.cginc"
  49. #include "UnityUI.cginc"
  50. #include "BFILogic.cginc"
  51. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  52. struct appdata_t
  53. {
  54. float4 vertex : POSITION;
  55. float4 color : COLOR;
  56. float2 texcoord : TEXCOORD0;
  57. UNITY_VERTEX_INPUT_INSTANCE_ID
  58. };
  59. struct v2f
  60. {
  61. float4 vertex : SV_POSITION;
  62. fixed4 color : COLOR;
  63. float2 texcoord : TEXCOORD0;
  64. float4 worldPosition : TEXCOORD1;
  65. UNITY_VERTEX_OUTPUT_STEREO
  66. };
  67. fixed4 _Color;
  68. fixed4 _TextureSampleAdd;
  69. float4 _ClipRect;
  70. v2f vert(appdata_t v)
  71. {
  72. v2f OUT;
  73. UNITY_SETUP_INSTANCE_ID(v);
  74. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  75. OUT.worldPosition = v.vertex;
  76. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  77. OUT.texcoord = v.texcoord;
  78. OUT.color = v.color * _Color;
  79. return OUT;
  80. }
  81. sampler2D _MainTex;
  82. sampler2D _MainTex2;
  83. fixed4 frag(v2f IN) : SV_Target
  84. {
  85. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  86. half4 color2 = (tex2D(_MainTex2, IN.texcoord - float2(1.0, 0)) + _TextureSampleAdd) * IN.color;
  87. color *= when_le(IN.texcoord.x, 1.0);
  88. color2 *= when_gt(IN.texcoord.x, 1.0);
  89. color += color2;
  90. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  91. #ifdef UNITY_UI_ALPHACLIP
  92. clip(color.a - 0.001);
  93. #endif
  94. return color;
  95. }
  96. ENDCG
  97. }
  98. }
  99. }