130 lines
3.7 KiB
Plaintext
130 lines
3.7 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// this shader created a basic gradient between an initial color to an
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Shader "Chart/Canvas/Gradient"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Angle("Angle", Float) = 0
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_Combine("Combine", Color) = (1,1,1,0)
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_ColorFrom("From", Color) = (1,1,1,1)
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_ColorTo("To", Color) = (1,1,1,1)
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_ChartTiling("Tiling",Float) = 1
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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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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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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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"CanUseSpriteAtlas"="True"
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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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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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fixed _Angle;
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fixed _ChartTiling;
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fixed4 _Combine;
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fixed4 _ColorFrom;
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fixed4 _ColorTo;
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _ClipRect;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_t v)
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{
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v2f res;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, res);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(res);
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res.worldPosition = v.vertex;
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res.pos = UnityObjectToClipPos(v.vertex);
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fixed angle = _Angle * 3.14159 *2 / 360.0;
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fixed lerpValue = (v.texcoord.x/ _ChartTiling -0.5) * sin(angle) + (v.texcoord.y-0.5) * cos(angle);
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lerpValue = lerpValue + 0.5;
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res.color = lerp(_ColorFrom,_ColorTo, lerpValue);
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lerpValue = _Combine.a;
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fixed alpha = res.color.a;
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res.color = lerp(res.color, _Combine, lerpValue);
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res.color.a = alpha;
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res.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return res;
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}
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float4 frag(v2f v) : COLOR
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{
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fixed4 texData = tex2D(_MainTex, v.uv) * v.color;
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#ifdef UNITY_UI_CLIP_RECT
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texData.a *= UnityGet2DClipping(v.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (texData.a - 0.001);
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#endif
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return texData;
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}
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ENDCG
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}
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}
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} |