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/Alpha Lerp" {
    Properties
    {
         _MainTex("Sprite Texture", 2D) = "white" {}
 
        _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
        _AlphaMin("Alpha Min",Range(0,1)) = 0
        _AlphaMax("Alpha Max",Range(0,1)) = 1
 
        [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;
        float _AlphaMin;
        float _AlphaMax;
 
        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;
            return OUT;
        }
 
        sampler2D _MainTex;
 
        fixed4 frag(v2f IN) : SV_Target
        {
            half4 color = half4(IN.color.xyz,(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd).x*0.333);
 
            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 
            color.a *= lerp(_AlphaMin, _AlphaMax, (cos(_Time.y *6.28)*0.5 + 0.5))*1.5;
 
    #ifdef UNITY_UI_ALPHACLIP
            clip(color.a - 0.001);
    #endif
 
            return color;
        }
            ENDCG
        }
        }
}