Unity的UGUI的Shader代码

37 篇文章 3 订阅

可能是由于UGUI有自己单独的渲染管线,所以UGUI的shader的代码不用顾及Unity单枪所使用的渲染管线。不知道这么理解对不对,如果不对,请大神批评指正。下面是Unity大部分的UGUI的Shader代码。

UI/Default

Shader "UI/Default"
{
    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
    }

    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 One OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                float4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                const half alphaPrecision = half(0xff);
                const half invAlphaPrecision = half(1.0/alphaPrecision);
                IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;

                half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                color.rgb *= color.a;

                return color;
            }
        ENDCG
        }
    }
}

UI/Lit/Bumped

Shader "UI/Lit/Bumped"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _Specular ("Specular Color", Color) = (0,0,0,0)
        _MainTex ("Diffuse (RGB), Alpha (A)", 2D) = "white" {}
        [NoScaleOffset] _MainBump ("Diffuse Bump Map", 2D) = "bump" {}
        [PowerSlider(5.0)] _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2

        _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
    }

    SubShader
    {
        LOD 400

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        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]

        CGPROGRAM
            #pragma surface surf PPL alpha noshadow novertexlights nolightmap nofog vertex:vert

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Input
            {
                float2 uv_MainTex;
                fixed4 color : COLOR;
                float4 worldPosition;
            };

            sampler2D _MainTex;
            sampler2D _MainBump;

            fixed4 _Color;
            fixed4 _Specular;
            half _Shininess;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            void vert (inout appdata_t v, out Input o)
            {
                UNITY_INITIALIZE_OUTPUT(Input, o);
                o.worldPosition = v.vertex;
                v.vertex = o.worldPosition;

                v.color = v.color * _Color;
            }

            void surf (Input IN, inout SurfaceOutput o)
            {
                fixed4 col = (tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd) * IN.color;
                half3 normal = UnpackNormal(tex2D(_MainBump, IN.uv_MainTex));

                o.Albedo = col.rgb;
                o.Normal = normalize(normal);
                o.Specular = _Specular.a;
                o.Gloss = _Shininess;
                o.Alpha = col.a;

                #ifdef UNITY_UI_CLIP_RECT
                o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (o.Alpha - 0.001);
                #endif
            }

            half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
            {
                half shininess = s.Gloss * 250.0 + 4.0;

            #ifndef USING_DIRECTIONAL_LIGHT
                lightDir = normalize(lightDir);
            #endif

                half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, s.Normal)));

                half diffuseFactor = max(0.0, dot(s.Normal, lightDir));
                half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

                half4 c;
                c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
                c.rgb *= atten;
                c.a = s.Alpha;
                return c;
            }
        ENDCG
    }
    Fallback "UI/Lit/Transparent"
}

UI/Lit/Detail

Shader "UI/Lit/Detail"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _Specular ("Specular Color", Color) = (0,0,0,0)
        _MainTex ("Diffuse (RGB), Alpha (A)", 2D) = "white" {}
        _MainBump ("Diffuse Bump Map", 2D) = "bump" {}
        _DetailTex ("Detail (RGB)", 2D) = "white" {}
        _DetailBump ("Detail Bump Map", 2D) = "bump" {}
        _Strength ("Detail Strength", Range(0.0, 1.0)) = 0.2
        [PowerSlider(5.0)] _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2

        _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
    }

    SubShader
    {
        LOD 100

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        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]

        CGPROGRAM
            #pragma surface surf PPL alpha noshadow novertexlights nolightmap vertex:vert nofog

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Input
            {
                float2 uv_MainTex;
                float2 uv2_DetailTex;
                fixed4 color : COLOR;
                float4 worldPosition;
            };

            sampler2D _MainTex;
            sampler2D _MainBump;
            sampler2D _DetailTex;
            sampler2D _DetailBump;

            float4 _DetailTex_TexelSize;
            fixed4 _Color;
            fixed4 _Specular;
            half _Strength;
            half _Shininess;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            void vert (inout appdata_t v, out Input o)
            {
                UNITY_INITIALIZE_OUTPUT(Input, o);
                o.worldPosition = v.vertex;
                v.vertex = o.worldPosition;

                v.texcoord1.xy *= _DetailTex_TexelSize.xy;
                v.color = v.color * _Color;
            }

            void surf (Input IN, inout SurfaceOutput o)
            {
                fixed4 col = tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd;
                fixed4 detail = tex2D(_DetailTex, IN.uv2_DetailTex);

                fixed4 nmMain = tex2D(_MainBump, IN.uv_MainTex);
                fixed4 nmDetail = tex2D(_DetailBump, IN.uv2_DetailTex);
                fixed3 normal = UnpackNormal((nmMain + nmDetail) * 0.5);

                col.rgb = lerp(col.rgb, col.rgb * detail.rgb, detail.a * _Strength);
                col *= IN.color;

                o.Albedo = col.rgb;
                o.Normal = normal;
                o.Specular = _Specular.a;
                o.Gloss = _Shininess;
                o.Alpha = col.a;

                #ifdef UNITY_UI_CLIP_RECT
                o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (o.Alpha - 0.001);
                #endif
            }

            half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
            {
                half shininess = s.Gloss * 250.0 + 4.0;

            #ifndef USING_DIRECTIONAL_LIGHT
                lightDir = normalize(lightDir);
            #endif

                half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, s.Normal)));

                half diffuseFactor = max(0.0, dot(s.Normal, lightDir));
                half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

                half4 c;
                c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
                c.rgb *= atten;
                c.a = s.Alpha;
                return c;
            }
        ENDCG
    }
    Fallback "UI/Lit/Transparent"
}

UI/Lit/Refraction

Shader "UI/Lit/Refraction"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _Specular ("Specular Color", Color) = (0,0,0,0)
        _MainTex ("Diffuse (RGB), Alpha (A)", 2D) = "white" {}
        _MainBump ("Diffuse Bump Map", 2D) = "bump" {}
        _Mask ("Mask (Specularity, Shininess, Refraction)", 2D) = "black" {}
        [PowerSlider(5.0)] _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2
        _Focus ("Focus", Range(-100.0, 100.0)) = -100.0

        _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
    }

    SubShader
    {
        LOD 400

        GrabPass
        {
            Name "BASE"
            Tags { "LightMode" = "Always" }
        }

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        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]

        CGPROGRAM
            #pragma target 3.0
            #pragma surface surf PPL alpha noshadow novertexlights nolightmap vertex:vert nofog

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord1 : TEXCOORD0;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Input
            {
                float4 texcoord1;
                float4 proj;
                fixed4 color : COLOR;
                float4 worldPosition;
            };

            sampler2D _GrabTexture;
            sampler2D _MainTex;
            sampler2D _MainBump;
            sampler2D _Mask;

            float4 _MainTex_ST;
            float4 _MainBump_ST;
            float4 _Mask_ST;
            half4 _GrabTexture_TexelSize;

            fixed4 _Color;
            fixed4 _Specular;
            half _Shininess;
            half _Focus;

            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            void vert (inout appdata_t v, out Input o)
            {
                UNITY_INITIALIZE_OUTPUT(Input, o);
                o.worldPosition = v.vertex;
                v.vertex = o.worldPosition;
                v.color = v.color * _Color;

                o.texcoord1.xy = TRANSFORM_TEX(v.texcoord1, _MainTex);
                o.texcoord1.zw = TRANSFORM_TEX(v.texcoord1, _MainBump);

            #if UNITY_UV_STARTS_AT_TOP
                o.proj.xy = (float2(v.vertex.x, -v.vertex.y) + v.vertex.w) * 0.5;
            #else
                o.proj.xy = (float2(v.vertex.x, v.vertex.y) + v.vertex.w) * 0.5;
            #endif
                o.proj.zw = v.vertex.zw;
            }

            void surf (Input IN, inout SurfaceOutput o)
            {
                fixed4 col = tex2D(_MainTex, IN.texcoord1.xy) + _TextureSampleAdd;
                half3 normal = UnpackNormal(tex2D(_MainBump, IN.texcoord1.zw));
                half3 mask = tex2D(_Mask, IN.texcoord1.xy);

                float2 offset = normal.xy * _GrabTexture_TexelSize.xy * _Focus;
                IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
                half4 ref = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(IN.proj));

                col.rgb = lerp(col.rgb, ref.rgb, mask.b);
                col *= IN.color;

                o.Albedo = col.rgb;
                o.Normal = normalize(normal);
                o.Specular = _Specular.a * mask.r;
                o.Gloss = _Shininess * mask.g;
                o.Alpha = col.a;

                #ifdef UNITY_UI_CLIP_RECT
                o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (o.Alpha - 0.001);
                #endif
            }

            half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
            {
                half3 nNormal = normalize(s.Normal);
                half shininess = s.Gloss * 250.0 + 4.0;

            #ifndef USING_DIRECTIONAL_LIGHT
                lightDir = normalize(lightDir);
            #endif

                half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));

                half diffuseFactor = max(0.0, dot(nNormal, lightDir));
                half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

                half4 c;
                c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
                c.rgb *= atten;
                c.a = s.Alpha;
                return c;
            }
        ENDCG
    }
    Fallback "UI/Lit/Transparent"
}

UI/Lit/Refraction Detail

Shader "UI/Lit/Refraction Detail"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _Specular ("Specular Color", Color) = (0,0,0,0)
        _MainTex ("Diffuse (RGB), Alpha (A)", 2D) = "white" {}
        _MainBump ("Diffuse Bump Map", 2D) = "bump" {}
        _Mask ("Mask (Specularity, Shininess, Refraction)", 2D) = "white" {}
        _DetailTex ("Detail (RGB)", 2D) = "white" {}
        _DetailBump ("Detail Bump Map", 2D) = "bump" {}
        _DetailMask ("Detail Mask (Spec, Shin, Ref)", 2D) = "white" {}
        [PowerSlider(5.0)] _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2
        _Focus ("Focus", Range(-100.0, 100.0)) = -100.0

        _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
    }

    // SM 3.0
    SubShader
    {
        LOD 400

        GrabPass
        {
            Name "BASE"
            Tags { "LightMode" = "Always" }
        }

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        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]

        CGPROGRAM
            #pragma target 3.0
            #pragma surface surf PPL alpha noshadow novertexlights nolightmap vertex:vert nofog

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord1 : TEXCOORD0;
                float2 texcoord2 : TEXCOORD1;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Input
            {
                float4 texcoord1;
                float4 texcoord2;
                float2 texcoord3;
                float4 proj;
                fixed4 color : COLOR;
                float4 worldPosition;
            };

            sampler2D _GrabTexture;
            sampler2D _MainTex;
            sampler2D _MainBump;
            sampler2D _Mask;
            sampler2D _DetailTex;
            sampler2D _DetailBump;
            sampler2D _DetailMask;

            float4 _MainTex_ST;
            float4 _MainBump_ST;
            float4 _Mask_ST;
            float4 _DetailTex_ST;
            float4 _DetailBump_ST;
            float4 _DetailMask_ST;
            float4 _DetailTex_TexelSize;
            float4 _DetailBump_TexelSize;
            float4 _DetailMask_TexelSize;
            half4 _GrabTexture_TexelSize;

            fixed4 _Color;
            fixed4 _Specular;
            half _Shininess;
            half _Focus;

            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            void vert (inout appdata_t v, out Input o)
            {
                UNITY_INITIALIZE_OUTPUT(Input, o);
                o.worldPosition = v.vertex;
                v.vertex = o.worldPosition;
                v.color = v.color * _Color;

                o.texcoord1.xy  = TRANSFORM_TEX(v.texcoord1, _MainTex);
                o.texcoord1.zw  = TRANSFORM_TEX(v.texcoord1, _MainBump);
                o.texcoord2.xy  = TRANSFORM_TEX(v.texcoord2 * _DetailTex_TexelSize.xy, _DetailTex);
                o.texcoord2.zw  = TRANSFORM_TEX(v.texcoord2 * _DetailBump_TexelSize.xy, _DetailBump);
                o.texcoord3     = TRANSFORM_TEX(v.texcoord2 * _DetailMask_TexelSize.xy, _DetailMask);

            #if UNITY_UV_STARTS_AT_TOP
                o.proj.xy = (float2(v.vertex.x, -v.vertex.y) + v.vertex.w) * 0.5;
            #else
                o.proj.xy = (float2(v.vertex.x, v.vertex.y) + v.vertex.w) * 0.5;
            #endif
                o.proj.zw = v.vertex.zw;
            }

            void surf (Input IN, inout SurfaceOutput o)
            {
                fixed4 col = tex2D(_MainTex, IN.texcoord1.xy) + _TextureSampleAdd;
                fixed4 detail = tex2D(_DetailTex, IN.texcoord2.xy);

                half3 normal = UnpackNormal(tex2D(_MainBump, IN.texcoord1.zw)) +
                               UnpackNormal(tex2D(_DetailBump, IN.texcoord2.zw));

                half3 mask = tex2D(_Mask, IN.texcoord1.xy) *
                             tex2D(_DetailMask, IN.texcoord3);

                float2 offset = normal.xy * _GrabTexture_TexelSize.xy * _Focus;
                IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
                half4 ref = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(IN.proj));

                col.rgb = lerp(col.rgb, ref.rgb, mask.b);
                col.rgb = lerp(col.rgb, col.rgb * detail.rgb, detail.a);
                col *= IN.color;

                o.Albedo = col.rgb;
                o.Normal = normalize(normal);
                o.Specular = _Specular.a * mask.r;
                o.Gloss = _Shininess * mask.g;
                o.Alpha = col.a;

                #ifdef UNITY_UI_CLIP_RECT
                o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (o.Alpha - 0.001);
                #endif
            }

            half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
            {
                half3 nNormal = normalize(s.Normal);
                half shininess = s.Gloss * 250.0 + 4.0;

            #ifndef USING_DIRECTIONAL_LIGHT
                lightDir = normalize(lightDir);
            #endif

                half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));

                half diffuseFactor = max(0.0, dot(nNormal, lightDir));
                half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

                half4 c;
                c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
                c.rgb *= atten;
                c.a = s.Alpha;
                return c;
            }
        ENDCG
    }
    Fallback "UI/Lit/Detail"
}

UI/Lit/Transparent

Shader "UI/Lit/Transparent"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        _Specular ("Specular Color", Color) = (0,0,0,0)

        _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
    }

    SubShader
    {
        LOD 400

        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]

        CGPROGRAM
            #pragma surface surf PPL alpha noshadow novertexlights nolightmap nofog vertex:vert

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Input
            {
                float2 uv_MainTex;
                fixed4 color : COLOR;
                float4 worldPosition;
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _Specular;

            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            void vert (inout appdata_t v, out Input o)
            {
                UNITY_INITIALIZE_OUTPUT(Input, o);
                o.worldPosition = v.vertex;
                v.vertex = o.worldPosition;

                v.color = v.color * _Color;
            }

            void surf (Input IN, inout SurfaceOutput o)
            {
                fixed4 col = (tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd) * IN.color;
                o.Albedo = col.rgb;
                o.Alpha = col.a;

                #ifdef UNITY_UI_CLIP_RECT
                o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (o.Alpha - 0.001);
                #endif
            }

            half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
            {
                half3 nNormal = normalize(s.Normal);
                half shininess = s.Gloss * 250.0 + 4.0;

            #ifndef USING_DIRECTIONAL_LIGHT
                lightDir = normalize(lightDir);
            #endif

                half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));

                half diffuseFactor = max(0.0, dot(nNormal, lightDir));
                half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

                half4 c;
                c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
                c.rgb *= atten;
                c.a = s.Alpha;
                return c;
            }
        ENDCG
    }
}

Overdraw

Shader "Hidden/UI/Overdraw"
{
    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
    }

    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 Always
        Blend One One
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float4 worldPosition : TEXCOORD1;
            };

            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.worldPosition = IN.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                OUT.color = float4(0.1, 0.04, 0.02, 1);
                return OUT;
            }


            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
        ENDCG
        }
    }
}

Hidden/UI/CompositeOverdraw

Shader "Hidden/UI/CompositeOverdraw"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }

    SubShader
    {
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
        // No culling or depth
        Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
        Fog { Mode off }

        Pass
        {
            CGPROGRAM
            #include "UnityCG.cginc"

            #pragma vertex vert
            #pragma fragment frag

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                float v = col.r;
                // during overdraw pass, each draw call adds 0.1 on the red channel
                if(v < 0.05) // nothing
                    col = fixed4(0,0,0,0);
                else if(v < 0.15) // drawn once
                    col = fixed4(0.9,0.9,0.91, 1);
                else if(v < 0.25) // twice
                    col = fixed4(0.81,0.81,1,1);
                else if(v < 0.35) // thrice
                    col = fixed4(0.82,1,0.82, 1);
                else if(v < 0.45)
                    col = fixed4(1, 0.75, 0.75, 1);
                else // too many times
                    col = fixed4(1-(0.5-v/2), 0.5, 0.5, 1);
                return col;
            }
            ENDCG
        }
    }
}

UI/Unlit/Detail

Shader "UI/Unlit/Detail"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Main Color", Color) = (1,1,1,1)

        _DetailTex ("Detail (RGB)", 2D) = "white" {}
        _Strength ("Detail Strength", Range(0.0, 1.0)) = 0.2

        _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
    }

    SubShader
    {
        LOD 100

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        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_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord2 : TEXCOORD1;
                fixed4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord2 : TEXCOORD1;
                float4 worldPosition : TEXCOORD2;
                fixed4 color : COLOR;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            sampler2D _DetailTex;
            float4 _MainTex_ST;
            float4 _DetailTex_ST;
            float4 _DetailTex_TexelSize;
            fixed4 _Color;
            fixed _Strength;

            fixed4 _TextureSampleAdd;

            bool _UseClipRect;
            float4 _ClipRect;

            bool _UseAlphaClip;

            v2f vert (appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.worldPosition = v.vertex;
                o.vertex = UnityObjectToClipPos(o.worldPosition);

                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.texcoord2 = TRANSFORM_TEX(v.texcoord2 * _DetailTex_TexelSize.xy, _DetailTex);
                o.color = v.color * _Color;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
                fixed4 detail = tex2D(_DetailTex, i.texcoord2);
                color.rgb = lerp(color.rgb, color.rgb * detail.rgb, detail.a * _Strength);
                color = color * _Color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
            ENDCG

        }
    }
}

UI/Unlit/Text Detail

Shader "UI/Unlit/Text Detail"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Main Color", Color) = (1,1,1,1)

        _DetailTex ("Detail (RGB)", 2D) = "white" {}
        _Strength ("Detail Strength", Range(0.0, 1.0)) = 0.2

        _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
    }

    FallBack "UI/Unlit/Detail"
}

十、UI/Unlit/Transparent

Shader "UI/Unlit/Transparent"
{
    Properties
    {
        _MainTex ("Base (RGB), Alpha (A)", 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
    }
    FallBack "UI/Default"
}

  • 2
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
好的,我正在帮您寻找相关资源并准备回答您的问题。 以下是一个抗锯齿的 Unity UGUI Shader 实现的示例代码: ``` Shader "Custom/UGUI-AntiAliasing" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _Multiplier ("Multiplier", Range(0, 1)) = 0.5 _Outline ("Outline", Range(0, 1)) = 0.2 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent"} LOD 100 Pass { ZWrite Off Cull Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _Multiplier; float _Outline; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.color = v.color * _Color; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * i.color; float dist = length(ddx(i.vertex.xy) + ddy(i.vertex.xy)); float alpha = smoothstep(_Outline-_Multiplier, _Outline, dist); col.a *= alpha; return col; } ENDCG } } FallBack "UI/Default" } ``` 您可以将上述代码保存到一个`.shader` 文件中,再将其添加到您的 Unity 项目中,即可使用此Shader。 请注意:Shader中的`_Multiplier`和`_Outline`参数是用来控制描边和抗锯齿程度的。您可以根据自己的需求进行调整。
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值