InputFieldLayoutX_NoTransparent.shader 2.8 KB

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  1. //验证码拖拽
  2. Shader "JC/UI/InputFieldLayoutX_NoTransparent"
  3. {
  4. Properties
  5. {
  6. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  7. _Color("Tint", Color) = (1,1,1,1)
  8. _StencilComp("Stencil Comparison", Float) = 8
  9. _Stencil("Stencil ID", Float) = 0
  10. _StencilOp("Stencil Operation", Float) = 0
  11. _StencilWriteMask("Stencil Write Mask", Float) = 255
  12. _StencilReadMask("Stencil Read Mask", Float) = 255
  13. _ColorMask("Color Mask", Float) = 15
  14. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  15. }
  16. SubShader
  17. {
  18. Tags
  19. {
  20. "Queue" = "Transparent"
  21. "IgnoreProjector" = "True"
  22. "RenderType" = "Transparent"
  23. "PreviewType" = "Plane"
  24. "CanUseSpriteAtlas" = "True"
  25. }
  26. Stencil
  27. {
  28. Ref[_Stencil]
  29. Comp[_StencilComp]
  30. Pass[_StencilOp]
  31. ReadMask[_StencilReadMask]
  32. WriteMask[_StencilWriteMask]
  33. }
  34. Cull Off
  35. Lighting Off
  36. ZWrite Off
  37. ZTest[unity_GUIZTestMode]
  38. Blend SrcAlpha OneMinusSrcAlpha
  39. ColorMask[_ColorMask]
  40. Pass
  41. {
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #include "UnityCG.cginc"
  46. #include "UnityUI.cginc"
  47. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  48. struct appdata_t
  49. {
  50. float4 vertex :
  51. POSITION;
  52. float4 color :
  53. COLOR;
  54. float2 texcoord :
  55. TEXCOORD0;
  56. };
  57. struct v2f
  58. {
  59. float4 vertex :
  60. SV_POSITION;
  61. fixed4 color :
  62. COLOR;
  63. half2 texcoord :
  64. TEXCOORD0;
  65. float4 worldPosition :
  66. TEXCOORD1;
  67. };
  68. fixed4 _Color;
  69. fixed4 _TextureSampleAdd;
  70. float4 _ClipRect;
  71. float4 _MainTex_TexelSize;
  72. v2f vert(appdata_t IN)
  73. {
  74. v2f OUT;
  75. OUT.worldPosition = IN.vertex;
  76. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  77. OUT.texcoord = IN.texcoord;
  78. #ifdef UNITY_HALF_TEXEL_OFFSET
  79. OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
  80. #endif
  81. OUT.color = IN.color * _Color;
  82. return OUT;
  83. }
  84. sampler2D _MainTex;
  85. fixed4 frag(v2f IN) : SV_Target
  86. {
  87. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  88. // color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  89. color.a = 1;
  90. #ifdef UNITY_UI_ALPHACLIP
  91. clip(color.a - 0.001);
  92. #endif
  93. return color;
  94. }
  95. ENDCG
  96. }
  97. }
  98. }