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63 行
1.8 KiB

Shader "UIWidgets/2D Handles Lines" {
Properties
{
_MainTex ("Texture", Any) = "white" {}
_HandleZTest ("_HandleZTest", Int) = 8 // Always
}
SubShader {
Tags { "ForceSupported" = "True" }
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest [_HandleZTest]
BindChannels {
Bind "vertex", vertex
Bind "color", color
Bind "TexCoord", texcoord
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 clipUV : TEXCOORD1;
};
sampler2D _MainTex;
uniform float4 _MainTex_ST;
#include "UIWidgets_CG.cginc"
v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0, float4 color : COLOR0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
float3 screenUV = UnityObjectToViewPos(vertex);
o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(screenUV.xy, 0, 1.0));
o.color = color;
o.uv = TRANSFORM_TEX(uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
float pixelScale = 1.0f / abs(ddx(i.clipUV.x));
col.a *= getClipAlpha(i.clipUV, pixelScale);
return col;
}
ENDCG
}
}
}