// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/ControllerShader" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _BodyColor ("Body Colour", Color) = (1,1,1,1) _BtnColor ("Button Colour", Color) = (1,1,1,1) _LGripColor ("Left Grip Colour", Color) = (1,1,1,1) _RGripColor ("Right Grip Colour", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; fixed4 _Color; fixed4 _BodyColor; fixed4 _BtnColor; fixed4 _LGripColor; fixed4 _RGripColor; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float4 _MainTex_TexelSize; struct v2f { half2 texcoord : TEXCOORD0; float3 worldPos : TEXCOORD1; float3 localPos : TEXCOORD2; float4 vertex : SV_POSITION; fixed4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); float4 scaleVertex = float4(IN.vertex.xyz, 0); //By setting the last value to 0 it ignores the flipping ( loses relative position if sprite is flipped :( ) float4 wP = mul(unity_ObjectToWorld, scaleVertex); //Get the object to world vertex and store it OUT.worldPos = wP.xyz; //For use in fragment shader float4 lP = mul(unity_WorldToObject, scaleVertex); //Get the world to object vertex and store it OUT.localPos = lP.xyz; //For use in fragment shader OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); OUT.color = IN.color; return OUT; } fixed4 frag(v2f IN) : SV_Target { fixed4 t = tex2D(_MainTex, IN.texcoord)*IN.color; //Calculate relative position fixed2 relativeWorld = fixed2(IN.worldPos.x + IN.localPos.x, IN.worldPos.y + IN.localPos.y); //This becomes the UV for the texture I want to apply to the sprite ( using the sprites width and height ) fixed2 relativePos = fixed2((relativeWorld.x + _MainTex_TexelSize.z), (relativeWorld.y + _MainTex_TexelSize.w)); fixed r = tex2D(_MainTex, IN.texcoord).r; fixed g = tex2D(_MainTex, IN.texcoord).g; fixed b = tex2D(_MainTex, IN.texcoord).b; fixed lg = 0.0; fixed rg = 0.0; if (relativePos.x <= 0.5) { lg = b; } else { rg = b; } half4 color = _TextureSampleAdd + IN.color; color.rgb = (r * _BodyColor.rgb) + (g * _BtnColor.rgb) + (lg * _LGripColor.rgb) + (rg * _RGripColor.rgb); color.a = tex2D(_MainTex, IN.texcoord).a; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPos.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }