66 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "UI/Prerendered"
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| {
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| 	Properties
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| 	{
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| 		_MainTex("Texture", 2D) = "white" {} 
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| 		_Color("Color", Color) = (1,1,1,1)
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| 	}
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| 	SubShader
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| 	{
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| 		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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| 
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| 		Blend One OneMinusSrcAlpha, Zero Zero
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| 		Cull Off
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| 		ZWrite Off
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| 
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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 multi_compile _ ALPHA_SQUARED
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| 
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| 			#include "UnityCG.cginc"
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| 
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| 			struct appdata_t {
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| 				float4 vertex : POSITION;
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| 				float2 texcoord : TEXCOORD0;
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| 			};
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| 
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| 			struct v2f {
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| 				float4 vertex : SV_POSITION;
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| 				half2 texcoord : TEXCOORD0;
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| 			};
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| 
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| 			sampler2D _MainTex;
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| 			float4 _MainTex_ST;
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| 			fixed4 _Color;
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| 
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| 			v2f vert(appdata_t v) {
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| 				v2f o;
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| 				o.vertex = UnityObjectToClipPos(v.vertex);
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| 				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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| 				return o;
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| 			}
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| 
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| 			fixed4 frag(v2f i) : SV_Target {
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| 				fixed4 col = tex2D(_MainTex, i.texcoord);
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| 
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| 				#if ALPHA_SQUARED
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| 				// prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt
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| 				// to get the original alpha value
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| 				col.a = sqrt(col.a);
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| 				#endif
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| 				
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| 				// It should be noted that with Gamma lighting on PC,
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| 				// the blend will result in not correct colors of transparent
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| 				// portions of the overlay
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| 
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| 				col *= _Color;
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| 				return col;
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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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