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在自带的UIshader中修改blend 颜色混合,和一些frag状态的处理- //modif by u3dchina
- Shader "AdditiveShader"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", 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
- [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 One
- ColorMask [_ColorMask]
- Pass
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
- #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- half4 mask : TEXCOORD2;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- float4 _MainTex_ST;
- float _UIMaskSoftnessX;
- float _UIMaskSoftnessY;
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- float4 vPosition = UnityObjectToClipPos(v.vertex);
- OUT.worldPosition = v.vertex;
- OUT.vertex = vPosition;
- float2 pixelSize = vPosition.w;
- pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
- float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
- float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
- OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
- OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
- OUT.color = v.color * _Color;
- return OUT;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
- #ifdef UNITY_UI_CLIP_RECT
- half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
- color.a *= m.x * m.y * 2;
- #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip (color.a - 0.001);
- #endif
- color.rgb *= color.a;
- return color;
- }
- ENDCG
- }
- }
- }
复制代码 上面的存一个shader,在代码中通过控制colorA为0~1来控制高光的渐隐渐显
material:SetColor("_Color", CS.UnityEngine.Color(1, 1, 1,colorA));
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