源战役客户端
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  1. Shader "UI/ObjMask"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,1,1,1)
  7. _ColorMask("Color Mask", Float) = 0
  8. _StencilID("Stencil ID", Float) = 0
  9. [HideInInspector]_Stencil("", Float) = 1
  10. [HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
  11. [HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
  12. [HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
  13. [HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
  14. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  15. }
  16. SubShader
  17. {
  18. Tags
  19. {
  20. "Queue" = "Transparent"
  21. "IgnoreProjector" = "True"
  22. "RenderType" = "Transparent"
  23. "PreviewType" = "Plane"
  24. "CanUseSpriteAtlas" = "True"
  25. }
  26. //UI Mask
  27. Stencil
  28. {
  29. Ref [_StencilID]
  30. Comp Always
  31. Pass Replace
  32. }
  33. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest[unity_GUIZTestMode]
  37. Blend SrcAlpha OneMinusSrcAlpha
  38. ColorMask[_ColorMask]
  39. Pass
  40. {
  41. Name "Default"
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #include "UnityCG.cginc"
  47. #include "UnityUI.cginc"
  48. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  49. struct appdata_t
  50. {
  51. float4 vertex : POSITION;
  52. float4 color : COLOR;
  53. float2 texcoord : TEXCOORD0;
  54. };
  55. struct v2f
  56. {
  57. float4 vertex : SV_POSITION;
  58. fixed4 color : COLOR;
  59. half2 texcoord : TEXCOORD0;
  60. float4 worldPosition : TEXCOORD1;
  61. };
  62. fixed4 _Color;
  63. fixed4 _TextureSampleAdd;
  64. float4 _ClipRect;
  65. v2f vert(appdata_t IN)
  66. {
  67. v2f OUT;
  68. OUT.worldPosition = IN.vertex;
  69. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  70. OUT.texcoord = IN.texcoord;
  71. #ifdef UNITY_HALF_TEXEL_OFFSET
  72. OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1) * OUT.vertex.w;
  73. #endif
  74. OUT.color = IN.color * _Color;
  75. return OUT;
  76. }
  77. sampler2D _MainTex;
  78. fixed4 frag(v2f IN) : SV_Target
  79. {
  80. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  81. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  82. #ifdef UNITY_UI_ALPHACLIP
  83. clip(color.a - 0.001);
  84. #endif
  85. return color;
  86. }
  87. ENDCG
  88. }
  89. }
  90. }