199 lines
8.6 KiB
Plaintext
199 lines
8.6 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.8.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "GrayscaleUI"
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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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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_Saturarion("Saturarion", Range( 0 , 1)) = 0
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_Gain("Gain", Float) = 2
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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LOD 0
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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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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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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 One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#define ASE_VERSION 19801
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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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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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#define ASE_NEEDS_FRAG_COLOR
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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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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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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uniform float _Gain;
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uniform float _Saturarion;
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v2f vert(appdata_t v )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = v.texcoord;
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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OUT.color = v.color * _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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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0/alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
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float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode2 = tex2D( _MainTex, uv_MainTex );
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float grayscale3 = Luminance(tex2DNode2.rgb);
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float3 temp_cast_0 = (saturate( ( grayscale3 * _Gain ) )).xxx;
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float3 lerpResult5 = lerp( temp_cast_0 , tex2DNode2.rgb , _Saturarion);
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float4 appendResult7 = (float4(( float4( lerpResult5 , 0.0 ) * IN.color ).rgb , ( tex2DNode2.a * IN.color.a )));
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half4 color = appendResult7;
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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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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color.rgb *= color.a;
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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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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19801
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Node;AmplifyShaderEditor.TemplateShaderPropertyNode;1;-1376,-112;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;2;-1152,-112;Inherit;True;Property;_TextureSample0;Texture Sample 0;5;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.TFHCGrayscale;3;-880,-224;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;-992,256;Inherit;False;Property;_Gain;Gain;1;0;Create;True;0;0;0;False;0;False;2;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;15;-704,-208;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;6;-1136,80;Inherit;False;Property;_Saturarion;Saturarion;0;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;14;-560,-160;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;8;-470,347.5;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.LerpOp;5;-416,-160;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;64,32;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;0,224;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;7;256,64;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-272,-288;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;464,64;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;3;GrayscaleUI;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;2;0;1;0
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WireConnection;3;0;2;5
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WireConnection;15;0;3;0
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WireConnection;15;1;12;0
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WireConnection;14;0;15;0
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WireConnection;5;0;14;0
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WireConnection;5;1;2;5
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WireConnection;5;2;6;0
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WireConnection;10;0;5;0
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WireConnection;10;1;8;0
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WireConnection;9;0;2;4
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WireConnection;9;1;8;4
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WireConnection;7;0;10;0
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WireConnection;7;3;9;0
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WireConnection;11;0;5;0
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WireConnection;0;0;7;0
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ASEEND*/
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//CHKSM=B8774089DD98AAB2B09317A99E085FC79CCF5303 |