91 lines
3.0 KiB
Plaintext
91 lines
3.0 KiB
Plaintext
Shader "UI/UIBlur"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
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// 模板测试属性 和 ColorMask 一般不控制,所以在属性面板上隐藏
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[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil ("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
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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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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ UNITY_UI_ALPHACLIP
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#pragma multi_compile _ UNITY_SHADER_EDITOR
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#include "UnityUI.cginc"
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#include "UnityCG.cginc"
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fixed4 _TextureSampleAdd; // Unity管理:图片格式用Alpha8
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float4 _ClipRect;// Unity管理:2D剪裁使用
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sampler2D _MainTex;
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sampler2D _BurTexture;
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struct a2v{
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float4 vertex : POSITION;
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float4 color : COLOR;
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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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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(a2v IN){
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);// 实例化处理
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OUT.vertex = UnityObjectToClipPos(IN.vertex);// 模型空间到裁剪空间
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OUT.color = IN.color;
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OUT.texcoord = IN.texcoord;
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return OUT;
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}
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fixed4 frag(v2f IN):SV_Target{
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// 直接读取纹理颜色 并且乘上 ImageColor
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//half4 color = tex2D(_MainTex,IN.texcoord) ;//* IN.color;
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float2 uv=IN.vertex.xy/_ScreenParams.xy;
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//#ifndef UNITY_SHADER_EDITOR
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//uv=float2(uv.x,1-uv.y);
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//#endif
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half4 brackground = tex2D(_BurTexture,uv);//* IN.color;
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//float alpha= color.a*IN.color.a;
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//color.rgb=color.rgb*alpha+brackground.rgb*(1-alpha);
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//alpha=smoothstep(0,0.2,color.a);
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return float4(brackground.rgb,1);
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}
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ENDCG
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}
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}
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} |