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130 lines
2.6 KiB
130 lines
2.6 KiB
3 years ago
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///基于unity5.4.4的SpriteDefault
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Shader "Sprites/SpriteFilled"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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///1:横向;2:纵向;
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_FillMethod ("FillMethod", Int) = 1
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//1Method(1:从左到右显示;2:从右到左显示)
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//2Method(1:从下到上显示;2:从上到下显示)
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_FillOrigin ("FillOrigin", Int) = 1
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_FillAmount ("FillAmount", Range(0,1)) = 1
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_UVRect("UVRect", Vector) = (0, 0, 1, 1)
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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int _FillMethod;
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int _FillOrigin;
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fixed _FillAmount;
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float4 _UVRect;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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#if ETC1_EXTERNAL_ALPHA
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// get the color from an external texture (usecase: Alpha support for ETC1 on android)
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color.a = tex2D (_AlphaTex, uv).r;
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#endif //ETC1_EXTERNAL_ALPHA
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float2 normalizeUV =(uv - _UVRect.xy) / (_UVRect.zw - _UVRect.xy);
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if(1 == _FillMethod)
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{
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if(1 == _FillOrigin && normalizeUV.x>_FillAmount)
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{
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color.a *= 0.2;
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}
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else if(2 == _FillOrigin && normalizeUV.x<(1-_FillAmount))
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{
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color.a *= 0.2;
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}
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}
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else if(2 == _FillMethod)
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{
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if(1 == _FillOrigin && normalizeUV.y>_FillAmount)
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{
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color.a *= 0.2;
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}
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else if(2 == _FillOrigin && normalizeUV.y<(1-_FillAmount))
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{
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color.a *= 0.2;
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}
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}
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return color;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
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c.rgb *= c.a;
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return c;
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}
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ENDCG
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}
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}
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}
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