7e275365b8
- add controller icons in the controller selection menu
150 lines
4.2 KiB
GLSL
150 lines
4.2 KiB
GLSL
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/ControllerShader"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_BodyColor ("Body Colour", Color) = (1,1,1,1)
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_BtnColor ("Button Colour", Color) = (1,1,1,1)
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_LGripColor ("Left Grip Colour", Color) = (1,1,1,1)
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_RGripColor ("Right Grip Colour", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _BodyColor;
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fixed4 _BtnColor;
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fixed4 _LGripColor;
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fixed4 _RGripColor;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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struct v2f
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{
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half2 texcoord : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float3 localPos : TEXCOORD2;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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};
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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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 :( )
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float4 wP = mul(unity_ObjectToWorld, scaleVertex); //Get the object to world vertex and store it
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OUT.worldPos = wP.xyz; //For use in fragment shader
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float4 lP = mul(unity_WorldToObject, scaleVertex); //Get the world to object vertex and store it
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OUT.localPos = lP.xyz; //For use in fragment shader
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
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OUT.color = IN.color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 t = tex2D(_MainTex, IN.texcoord)*IN.color;
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//Calculate relative position
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fixed2 relativeWorld = fixed2(IN.worldPos.x + IN.localPos.x, IN.worldPos.y + IN.localPos.y);
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//This becomes the UV for the texture I want to apply to the sprite ( using the sprites width and height )
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fixed2 relativePos = fixed2((relativeWorld.x + _MainTex_TexelSize.z), (relativeWorld.y + _MainTex_TexelSize.w));
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fixed r = tex2D(_MainTex, IN.texcoord).r;
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fixed g = tex2D(_MainTex, IN.texcoord).g;
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fixed b = tex2D(_MainTex, IN.texcoord).b;
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fixed lg = 0.0;
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fixed rg = 0.0;
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if (relativePos.x <= 0.5)
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{
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lg = b;
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}
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else
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{
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rg = b;
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}
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half4 color = _TextureSampleAdd + IN.color;
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color.rgb = (r * _BodyColor.rgb) + (g * _BtnColor.rgb) + (lg * _LGripColor.rgb) + (rg * _RGripColor.rgb);
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color.a = tex2D(_MainTex, IN.texcoord).a;
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPos.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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} |