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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "GUI/Text Shader (SoftClip)"
- {
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
- SubShader
- {
- LOD 200
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- //ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
- half4 frag (v2f IN) : COLOR
- {
- // Softness factor
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- // Sample the texture
- half4 col = IN.color;
- col.a *= tex2D(_MainTex, IN.texcoord).a;
- col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
- }
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