Files
XRLib/Assets/Shapes2D/Shaders/Shape.shader
2025-08-12 12:54:51 +09:00

133 lines
5.0 KiB
GLSL

Shader "Shapes2D/Shape" {
Properties {
// this is to make SpriteRenderer happy
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HideInInspector] _Shapes2D_SrcBlend ("Src Blend", Float) = 0
[HideInInspector] _Shapes2D_DstBlend ("Dst Blend", Float) = 0
[HideInInspector] _Shapes2D_SrcAlpha ("Src Alpha", Float) = 0
[HideInInspector] _Shapes2D_DstAlpha ("Dst Alpha", Float) = 0
// UI-related masking options, Unity complains if they aren't here
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Cull Off
Lighting Off
ZWrite Off
Blend [_Shapes2D_SrcBlend] [_Shapes2D_DstBlend], [_Shapes2D_SrcAlpha] [_Shapes2D_DstAlpha]
// UI-related masking options
Stencil {
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma multi_compile RECTANGLE ELLIPSE SIMPLE_ELLIPSE POLYGON_MAP POLYGON_8 POLYGON_16 POLYGON_24 POLYGON_32 POLYGON_40 POLYGON_48 POLYGON_56 POLYGON_64 TRIANGLE PATH_1 PATH_2 PATH_4 PATH_8 PATH_16 PATH_24 PATH_32 FILLED_PATH_1 FILLED_PATH_2 FILLED_PATH_4 FILLED_PATH_8 FILLED_PATH_16 FILLED_PATH_24 FILLED_PATH_32
#pragma multi_compile FILL_NONE FILL_OUTLINE_COLOR FILL_SOLID_COLOR FILL_GRADIENT FILL_GRID FILL_CHECKERBOARD FILL_STRIPES FILL_TEXTURE
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
// UI-related masking options
int _UseClipRect = 0;
float4 _ClipRect;
// values passed in from user space
float _PixelSize; // in world units (if 0, we'll calc it ourselves)
float _XScale;
float _YScale;
fixed4 _OutlineColor;
fixed4 _FillColor;
fixed4 _FillColor2;
float _FillRotation;
float _FillOffsetX;
float _FillOffsetY;
float _FillScaleX;
float _FillScaleY;
float _GridSize;
float _LineSize;
int _GradientType;
int _GradientAxis;
float _GradientStart;
float _OutlineSize;
float _Blur;
sampler2D _FillTexture;
// this is disabled when we're rendering to texture during sprite conversion
int _PreMultiplyAlpha = 1;
// these are internal globals, not passed in from user space
float _OuterBlur;
float _InnerBlur;
#include "Common.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 modelPos : TEXCOORD1;
fixed4 color : COLOR;
};
v2f vert(appdata_t v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// translate input uv coords (which are from 0 - 1 on either dimension) to something more
// useful (-0.5 to 0.5).
o.uv = v.texcoord.xy - 0.5;
o.modelPos = v.vertex;
// hijack modelPos.z to be distance from camera plane since it
// isn't being used for anything else. used for pixel size.
o.modelPos.z = -UnityObjectToViewPos(v.vertex).z;
// for Unity versions < 5.4.0f3
// o.modelPos.z = -mul(UNITY_MATRIX_MV, v.vertex).z;
o.color = v.color;
return o;
}
#if RECTANGLE
#include "Rectangle.cginc"
#endif
#if ELLIPSE || SIMPLE_ELLIPSE
#include "Ellipse.cginc"
#endif
#if TRIANGLE
#include "Triangle.cginc"
#endif
#if POLYGON_MAP || POLYGON_8 || POLYGON_16 || POLYGON_24 || POLYGON_32 || POLYGON_40 || POLYGON_48 || POLYGON_56 || POLYGON_64
#include "Polygon.cginc"
#endif
#if PATH_1 || PATH_2 || PATH_4 || PATH_8 || PATH_16 || PATH_24 || PATH_32 || FILLED_PATH_1 || FILLED_PATH_2 || FILLED_PATH_4 || FILLED_PATH_8 || FILLED_PATH_16 || FILLED_PATH_24 || FILLED_PATH_32
#include "Path.cginc"
#endif
ENDCG
}
}
}