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- //游标卡尺
- Shader "JC/UI/VernierCaliper"
- {
- 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
- _rectWidth("Rect Width", Float) = 5
- _rectHeight("Rect Height", Float) = 5
- _LineWidth("Line Width", Float) = 5
- _LineSpace("Line Space", Float) = 10
- _LineHeight("Line Height", Float) = 50
- _LineColor("Line Color", Color) = (0,0,0,1)
- }
-
- 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 _rectWidth;
- float _rectHeight;
- float _LineWidth;
- float _LineSpace;
- float _LineHeight;
- fixed4 _LineColor;
-
- 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 lw = _LineWidth;
- float lh = _LineHeight;
- float ls = _LineSpace;
- float x = IN.texcoord.x * _rectWidth;
- float y = IN.texcoord.y * _rectHeight;
- float c = x % (lw + ls);
- if (c <= lw)
- {
- float v = x / (lw + ls);
- bool c1 = v % 10 < 1 && y < lh; //10刻度
- bool c2 = v % 5 < 1 && y < lh * 0.6; //5刻度
- bool c3 = y < lh * 0.4; //1刻度
- if (c1 || c2 || c3) color.rgb = _LineColor.rgb;
- else color.a = 0;
- }
- else color.a = 0;
-
- return color;
- }
- ENDCG
- }
- }
- }
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