90 lines
2.9 KiB
Plaintext
90 lines
2.9 KiB
Plaintext
// UI 덧셈 합성(빛·별가루 · PD 2026-11-13 뽑기 연출 「예시처럼 화려해 보이게」) — UI/Default 와 같은 입력(스프라이트 · 정점 색 · RectMask2D 자르기 · 스텐실)에 합성만 SrcAlpha One.
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// 흰 그림에 색을 곱해 겹치면 겹친 곳이 밝아진다(광원). Resources 에 두어 빌드에 항상 포함 — 코드 = GachaCutscene.AddMat(Resources.Load<Shader>("UI/UiAdditive")).
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Shader "TKS/UI Additive"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", 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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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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 One
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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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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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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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struct v2f
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{
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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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float4 worldPosition : TEXCOORD1;
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _Color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 c = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
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#ifdef UNITY_UI_CLIP_RECT
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c.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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#endif
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return c;
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}
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ENDCG
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}
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}
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}
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