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 "HUD/HeadUpName"
{
    Properties
    {
        _Tex1("Sprite Texture", 2D) = "white" {}
        _Tex2("Second 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
    }
 
        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;
            float3 normal : NORMAL;
            float2 texcoord  : TEXCOORD0;
            float2 texcoord1 : TEXCOORD1;
            UNITY_VERTEX_INPUT_INSTANCE_ID
        };
 
        struct v2f
        {
            float4 vertex   : SV_POSITION;
            fixed4 color : COLOR;
            float3 normal : NORMAL;
            float2 uv0  : TEXCOORD0;
            float2 uv1 : TEXCOORD1;
            float4 worldPosition : TEXCOORD2;
            UNITY_VERTEX_OUTPUT_STEREO
        };
 
 
        fixed4 _Color;
        fixed4 _TextureSampleAdd;
        float4 _ClipRect;
 
        v2f vert(appdata_full IN)
        {
            v2f OUT;
            UNITY_SETUP_INSTANCE_ID(IN);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
            OUT.worldPosition = IN.vertex;
            OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
            OUT.normal = IN.normal;
            OUT.uv0 = IN.texcoord;
            OUT.uv1 = IN.texcoord1;
            OUT.color = IN.color * _Color;
            return OUT;
        }
 
        sampler2D _Tex1;
        sampler2D _Tex2;
 
        fixed4 frag(v2f IN) : SV_Target
        {
            half4 color;
            if (IN.normal.x > 0.5) {
                color = (tex2D(_Tex2, IN.uv1) + float4(0, 0, 0, 0)) * IN.color;
            }
            else {
                color = (tex2D(_Tex1, IN.uv0) + float4(1, 1, 1, 0)) * IN.color;
            }
 
            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 
    #ifdef UNITY_UI_ALPHACLIP
            clip(color.a - 0.001);
    #endif
 
            return color;
        }
            ENDCG
        }
        }
}