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2025-09-08 14:51:28 +08:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// this shader created a basic gradient between an initial color to an
Shader "Chart/Canvas/Gradient"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Angle("Angle", Float) = 0
_Combine("Combine", Color) = (1,1,1,0)
_ColorFrom("From", Color) = (1,1,1,1)
_ColorTo("To", Color) = (1,1,1,1)
_ChartTiling("Tiling",Float) = 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 [unity_GUIZTestMode]
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_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
fixed _Angle;
fixed _ChartTiling;
fixed4 _Combine;
fixed4 _ColorFrom;
fixed4 _ColorTo;
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _ClipRect;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 pos : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f res;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, res);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(res);
res.worldPosition = v.vertex;
res.pos = UnityObjectToClipPos(v.vertex);
fixed angle = _Angle * 3.14159 *2 / 360.0;
fixed lerpValue = (v.texcoord.x/ _ChartTiling -0.5) * sin(angle) + (v.texcoord.y-0.5) * cos(angle);
lerpValue = lerpValue + 0.5;
res.color = lerp(_ColorFrom,_ColorTo, lerpValue);
lerpValue = _Combine.a;
fixed alpha = res.color.a;
res.color = lerp(res.color, _Combine, lerpValue);
res.color.a = alpha;
res.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return res;
}
float4 frag(v2f v) : COLOR
{
fixed4 texData = tex2D(_MainTex, v.uv) * v.color;
#ifdef UNITY_UI_CLIP_RECT
texData.a *= UnityGet2DClipping(v.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (texData.a - 0.001);
#endif
return texData;
}
ENDCG
}
}
}