// 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
|
}
|
}
|
}
|