//验证码拖拽 Shader "JC/UI/ValidateJigsaw" { 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 _NodeWidth("Node Width", Float) = 100 _NodeHeight("Node Height", Float) = 100 _GapColor("Gap Color", Color) = (0,0,0,1) _GapBorderColor("Gap Border Color", Color) = (1,1,1,1) _GapBorderWidth("Gap Border Width", Float) = 0.5 _GapSize("Gap Size", Float) = 20 _OriginalPosition("Original Position", Vector) = (40, 40, 0) _CurrentPosition("Current Position", Vector) = (10, 40, 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 OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _NodeWidth; float _NodeHeight; float4 _GapColor; float4 _GapBorderColor; float _GapBorderWidth; float _GapSize; float2 _OriginalPosition; float2 _CurrentPosition; float2 _GapMapPosition; float4 _MainTex_TexelSize; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif float w = _NodeWidth; float h = _NodeHeight; float gbw = _GapBorderWidth; float gs = _GapSize; float2 op = _OriginalPosition; float2 cp = _CurrentPosition; float x = IN.texcoord.x * w; float y = IN.texcoord.y * h; if (x >= op.x && x < op.x + gs && y >= op.y && y < op.y + gs) { if (x - op.x < gbw || x - op.x > gs - gbw || y - op.y < gbw || y - op.y > gs - gbw) color.rgba = _GapBorderColor; else color.rgba = _GapColor; } if (x >= cp.x && x < cp.x + gs && y >= cp.y && y < cp.y + gs) { if (x - cp.x < gbw || x - cp.x > gs - gbw || y - cp.y < gbw || y - cp.y > gs - gbw) color.rgba = _GapBorderColor; else { _GapMapPosition.x = (x - cp.x + op.x) / w; _GapMapPosition.y = (y - cp.y + op.y) / h; float4 _GapMapColor = tex2D(_MainTex, _GapMapPosition); color.rgba = _GapMapColor; } } return color; } ENDCG } } }