// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/TextFill"
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{
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Properties
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{
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_FillAmount("FillAmount" ,Range(0,1))=1
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Alpha (A)", 2D) = "white" {}
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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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}
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SubShader
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{
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LOD 200
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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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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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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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Offset -1, -1
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed _FillAmount;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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#endif
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o.color.a=clamp( sign( (_FillAmount*1.5-1)-o.vertex.x),0,1);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 col = i.color;
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col.a *= tex2D(_MainTex, i.texcoord).a;
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col = col * _Color;
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clip (col.a - 0.01);
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return col;
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}
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ENDCG
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}
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}
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}
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