VernierCaliper.shader 3.9 KB

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  1. //游标卡尺
  2. Shader "JC/UI/VernierCaliper"
  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. _rectWidth("Rect Width", Float) = 5
  16. _rectHeight("Rect Height", Float) = 5
  17. _LineWidth("Line Width", Float) = 5
  18. _LineSpace("Line Space", Float) = 10
  19. _LineHeight("Line Height", Float) = 50
  20. _LineColor("Line Color", Color) = (0,0,0,1)
  21. }
  22. SubShader
  23. {
  24. Tags
  25. {
  26. "Queue" = "Transparent"
  27. "IgnoreProjector" = "True"
  28. "RenderType" = "Transparent"
  29. "PreviewType" = "Plane"
  30. "CanUseSpriteAtlas" = "True"
  31. }
  32. Stencil
  33. {
  34. Ref[_Stencil]
  35. Comp[_StencilComp]
  36. Pass[_StencilOp]
  37. ReadMask[_StencilReadMask]
  38. WriteMask[_StencilWriteMask]
  39. }
  40. Cull Off
  41. Lighting Off
  42. ZWrite Off
  43. ZTest[unity_GUIZTestMode]
  44. Blend SrcAlpha OneMinusSrcAlpha
  45. ColorMask[_ColorMask]
  46. Pass
  47. {
  48. CGPROGRAM
  49. #pragma vertex vert
  50. #pragma fragment frag
  51. #include "UnityCG.cginc"
  52. #include "UnityUI.cginc"
  53. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  54. struct appdata_t
  55. {
  56. float4 vertex :
  57. POSITION;
  58. float4 color :
  59. COLOR;
  60. float2 texcoord :
  61. TEXCOORD0;
  62. };
  63. struct v2f
  64. {
  65. float4 vertex :
  66. SV_POSITION;
  67. fixed4 color :
  68. COLOR;
  69. half2 texcoord :
  70. TEXCOORD0;
  71. float4 worldPosition :
  72. TEXCOORD1;
  73. };
  74. fixed4 _Color;
  75. fixed4 _TextureSampleAdd;
  76. float4 _ClipRect;
  77. float _rectWidth;
  78. float _rectHeight;
  79. float _LineWidth;
  80. float _LineSpace;
  81. float _LineHeight;
  82. fixed4 _LineColor;
  83. v2f vert(appdata_t IN)
  84. {
  85. v2f OUT;
  86. OUT.worldPosition = IN.vertex;
  87. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  88. OUT.texcoord = IN.texcoord;
  89. #ifdef UNITY_HALF_TEXEL_OFFSET
  90. OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
  91. #endif
  92. OUT.color = IN.color * _Color;
  93. return OUT;
  94. }
  95. sampler2D _MainTex;
  96. fixed4 frag(v2f IN) : SV_Target
  97. {
  98. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  99. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  100. #ifdef UNITY_UI_ALPHACLIP
  101. clip(color.a - 0.001);
  102. #endif
  103. float lw = _LineWidth;
  104. float lh = _LineHeight;
  105. float ls = _LineSpace;
  106. float x = IN.texcoord.x * _rectWidth;
  107. float y = IN.texcoord.y * _rectHeight;
  108. float c = x % (lw + ls);
  109. if (c <= lw)
  110. {
  111. float v = x / (lw + ls);
  112. bool c1 = v % 10 < 1 && y < lh; //10刻度
  113. bool c2 = v % 5 < 1 && y < lh * 0.6; //5刻度
  114. bool c3 = y < lh * 0.4; //1刻度
  115. if (c1 || c2 || c3) color.rgb = _LineColor.rgb;
  116. else color.a = 0;
  117. }
  118. else color.a = 0;
  119. return color;
  120. }
  121. ENDCG
  122. }
  123. }
  124. }