lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
 
Shader "UI/Flash" {
    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
 
        _FlickerRate("Flash Rate",Float) = 2
        _Strengthness("Strengthness",Float) = 1
        _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 Off
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask[_ColorMask]
 
            Pass
        {
            Name "Default"
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
 
#include "UnityCG.cginc"
#include "UnityUI.cginc"
 
#pragma multi_compile __ UNITY_UI_ALPHACLIP
 
            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;
            float2 texcoord  : TEXCOORD0;
            float4 worldPosition : TEXCOORD1;
            UNITY_VERTEX_OUTPUT_STEREO
        };
 
        fixed4 _Color;
        fixed4 _TextureSampleAdd;
        float4 _ClipRect;
        uniform float4 _RealTime;
 
        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(OUT.worldPosition);
 
            OUT.texcoord = IN.texcoord;
 
            OUT.color = IN.color * _Color;
            return OUT;
        }
 
        sampler2D _MainTex;
        float _FlickerRate;
        float _Strengthness;
 
        fixed4 frag(v2f IN) : SV_Target
        {
            half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 
            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 
            float white = (sin(_Time.y*3.14*_FlickerRate)*0.5 + 0.5)*_Strengthness;
 
            color.rgb *= 1 + white;
 
#ifdef UNITY_UI_ALPHACLIP
            clip(color.a - 0.001);
#endif
 
            return color;
        }
            ENDCG
        }
        }
}