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