unity-shader-tutorial-ui

buildin效果图

UI.shader

UI.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
Shader "HHF/Tutorial/UI"
{
Properties
{
[PerRendererData]_MainTex("MainTex",2D) = "white"{}
_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]_GrayEnabled("Gray Enabled",int) = 0
}

SubShader
{
Tags{"Queue" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_UI_CLIP_RECT
#pragma multi_compile _ _GRAYENABLED_ON
#include "UnityCG.cginc"
#include "UnityUI.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color:COLOR;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color:COLOR;
float4 positionOS:TEXCOORD1;
};

sampler2D _MainTex;
float4 _ClipRect;

v2f vert (appdata v)
{
v2f o;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = v.color;
o.positionOS = v.vertex;

return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 c;
fixed4 mainTex = tex2D(_MainTex,i.uv);
c = mainTex;
c *= i.color;

#if UNITY_UI_CLIP_RECT
// 方法一,利用if来理解原理
// if(_ClipRect.x<i.positionOS.x && i.positionOS.x<_ClipRect.z && _ClipRect.y<i.positionOS.y && i.positionOS.y<_ClipRect.w) return 1;
// else return 0;

// 方法二,利用step优化掉if指令
// return step(_ClipRect.x,i.positionOS.x) * step(i.positionOS.x,_ClipRect.z) * step(_ClipRect.y,i.positionOS.y) * step(i.positionOS.y,_ClipRect.w);

// 方法三,优化step的数量
// fixed2 rect = step(_ClipRect.xy,i.positionOS.xy) * step(i.positionOS.xy,_ClipRect.zw);
// c.a *= rect.x * rect.y;

// 利用unity自带函数实现
c.a *= UnityGet2DClipping(i.positionOS, _ClipRect);
#endif

#if _GRAYENABLED_ON
// 不精确的单通道去色
//c.rgb = c.rrr;
//c.rgb = c.b;

// 方法二,去色公式dot(rgb,fixed3(0.22,0.707,0.071)).
//c.rgb = c.r * 0.22 + c.g * 0.707 + c.b * 0.071;

// 方法三,利用内置方法实现
c.rgb = Luminance(c.rgb);
#endif

return c;
}
ENDCG
}
}
}