Shader "UIWidgets/GUITextureClip" { Properties { _MainTex ("Texture", Any) = "white" {} } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 clipUV : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform bool _ManualTex2SRGB; #include "UIWidgets_CG.cginc" v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(eyePos.xy, 0, 1.0)); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 colTex = tex2D(_MainTex, i.texcoord); if (_ManualTex2SRGB) { colTex.rgb = LinearToGammaSpace(colTex.rgb); } fixed4 col = colTex * i.color; float pixelScale = 1.0f / abs(ddx(i.clipUV.x)); col.a *= getClipAlpha(i.clipUV, pixelScale); return col; } ENDCG SubShader { Tags { "ForceSupported" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha, One One Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } SubShader { Tags { "ForceSupported" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } }