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119 行
3.2 KiB

Shader "UIWidgets/ShadowRect"
{
Properties {
_MainTex("Texture", any) = "white" {}
_SrcBlend("SrcBlend", Int) = 5 // SrcAlpha
_DstBlend("DstBlend", Int) = 10 // OneMinusSrcAlpha
}
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.5
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
float4 pos : TEXCOORD2;
};
sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform bool _ManualTex2SRGB;
uniform int _SrcBlend;
uniform float _Rect[4];
uniform float UIWidgets_sigma;
#include "UIWidgets_CG.cginc"
// http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
float4 erf (float4 x) {
float4 s = sign(x);
float4 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
}
float UIWidgets_boxShadow (float2 lower, float2 upper, float2 pos, float sigma) {
float4 query = float4((lower - pos).xy, (upper - pos).xy);
float4 integral = erf(query * (sqrt(0.5) / sigma)) * 0.5 + 0.5;
return (integral.z - integral.x) * (integral.w - integral.y);
}
v2f vert (appdata_t v) {
float3 eyePos = UnityObjectToViewPos(v.vertex);
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(eyePos.xy, 0, 1.0));
o.pos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target {
half4 col = tex2D(_MainTex, i.texcoord);
if (_ManualTex2SRGB) {
col.rgb = LinearToGammaSpace(col.rgb);
}
col *= i.color;
float2 p = i.pos.xy;
float shadowAlpha = UIWidgets_boxShadow(
float2(_Rect[0] + 3 * UIWidgets_sigma, _Rect[1] + 3 * UIWidgets_sigma),
float2(_Rect[0] + _Rect[2] - 3 * UIWidgets_sigma, _Rect[1] + _Rect[3] - 3 * UIWidgets_sigma),
p, UIWidgets_sigma);
col.a *= shadowAlpha;
float pixelScale = 1.0f / abs(ddx(i.clipUV.x));
float clipAlpha = getClipAlpha(i.clipUV, pixelScale);
col.a *= clipAlpha;
// If the source blend is not SrcAlpha (default) we need to multiply the color by the rounded corner
// alpha factors for clipping, since it will not be done at the blending stage.
if (_SrcBlend != 5) { // 5 SrcAlpha
col.rgb *= shadowAlpha * clipAlpha;
}
return col;
}
ENDCG
SubShader {
Blend [_SrcBlend] [_DstBlend], One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
SubShader {
Blend [_SrcBlend] [_DstBlend]
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
FallBack "UIWidgets/GUITextureClip"
}