// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
//参考https://www.jianshu.com/p/d9b3d9cba759
Shader "Particles/Additive" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_ClipRect ("ClipRect", Vector) = (0,0,0,0)
_UNITY_UI_CLIP_RECT("UNITY_UI_CLIP_RECT", float) = 0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc" // 2D Mask 剪裁。
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD3; // 2D Mask 剪裁。
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
float4 _ClipRect; // 2D Mask 剪裁。
float _UNITY_UI_CLIP_RECT;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex; // 2D Mask 剪裁。
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behaior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
//等效于 if(_UNITY_UI_CLIP_RECT == 1) col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
col.a *= pow(UnityGet2DClipping(i.worldPosition.xy, _ClipRect) + 1, _UNITY_UI_CLIP_RECT) - _UNITY_UI_CLIP_RECT; // 2D Mask 剪裁。
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
// col.r = 1;
return col;
}
ENDCG
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace PLAGame.Client.UI
{
[XLua.LuaCallCSharp]
public class ParticleClip : MonoBehaviour
{
private Renderer _renderer;
void Start()
{
_renderer = GetComponent<Renderer>();
var mask = GetComponentInParent<UnityEngine.UI.RectMask2D>();
if (_renderer && mask)
{
Vector3[] vector3s = new Vector3[4];
mask.rectTransform.GetWorldCorners(vector3s);
Vector4 _ClipRect = new Vector4(vector3s[0].x, vector3s[0].y, vector3s[2].x, vector3s[2].y);
//Debug.Log(vector.ToString());
_renderer.material.SetVector("_ClipRect", _ClipRect);
_renderer.material.SetFloat("_UNITY_UI_CLIP_RECT", 1);
}
}
}
}