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- Shader "Hidden/LinearMaterial"
- {
- Properties
- {
- _MainTex( "Texture", any ) = "" {}
- _BackGround( "Back", 2D) = "white" {}
- }
-
- SubShader
- {
- Lighting Off
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- ZTest Always
-
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- float4 _Mask;
-
- uniform float4x4 unity_GUIClipTextureMatrix;
- sampler2D _GUIClipTexture;
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
- v2f vert( appdata_t v )
- {
- v2f o;
- o.vertex = UnityObjectToClipPos( v.vertex );
- o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- float3 eyePos = UnityObjectToViewPos( v.vertex );
- o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
- return o;
- }
-
- fixed4 frag( v2f i ) : SV_Target
- {
- float4 c = tex2D( _MainTex, i.texcoord );
- c.rgb *= _Mask.rgb;
-
- c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
- return c;
- }
- ENDCG
- }
-
- Pass { // sphere preview = true, alpha mask = false
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- float _InvertedZoom;
- float4 _Mask;
-
- uniform float4x4 unity_GUIClipTextureMatrix;
- sampler2D _GUIClipTexture;
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
- v2f vert( appdata_t v )
- {
- v2f o;
- o.vertex = UnityObjectToClipPos( v.vertex );
- o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- float3 eyePos = UnityObjectToViewPos( v.vertex );
- o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
- return o;
- }
-
- fixed4 frag( v2f i ) : SV_Target
- {
- float2 p = 2 * i.texcoord - 1;
- float r = sqrt( dot( p,p ) );
-
- float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
-
- float4 c = tex2D( _MainTex, i.texcoord );
- c.rgb *= _Mask.rgb;
-
- c.rgb *= alpha;
-
- c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
- return c;
- }
- ENDCG
- }
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- sampler2D _BackGround;
- uniform float4 _MainTex_ST;
- uniform float4 _BackGround_ST;
- float _InvertedZoom;
- float4 _Mask;
-
- uniform float4x4 unity_GUIClipTextureMatrix;
- sampler2D _GUIClipTexture;
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
- v2f vert( appdata_t v )
- {
- v2f o;
- o.vertex = UnityObjectToClipPos( v.vertex );
- o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- float3 eyePos = UnityObjectToViewPos( v.vertex );
- o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
- return o;
- }
-
- fixed4 frag( v2f i ) : SV_Target
- {
- float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b;
-
- float4 c = tex2D( _MainTex, i.texcoord );
- c.rgb *= _Mask.rgb;
- c.rgb = lerp( back, c.rgb, c.a );
-
- c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
- return c;
- }
- ENDCG
- }
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- sampler2D _BackGround;
- uniform float4 _MainTex_ST;
- uniform float4 _BackGround_ST;
- float _InvertedZoom;
- float4 _Mask;
-
- uniform float4x4 unity_GUIClipTextureMatrix;
- sampler2D _GUIClipTexture;
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
- v2f vert( appdata_t v )
- {
- v2f o;
- o.vertex = UnityObjectToClipPos( v.vertex );
- o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- float3 eyePos = UnityObjectToViewPos( v.vertex );
- o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
- return o;
- }
-
- fixed4 frag( v2f i ) : SV_Target
- {
- float2 p = 2 * i.texcoord - 1;
- float3 back = tex2D( _BackGround, p * _InvertedZoom).b;
- float r = sqrt( dot( p,p ) );
-
- float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
-
- float4 c = 0;
- c = tex2D( _MainTex, i.texcoord );
- c.rgb *= _Mask.rgb;
- c.rgb = lerp( back, c.rgb, c.a * alpha);
-
- c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
- return c;
- }
- ENDCG
- }
- }
- Fallback Off
- }
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