/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ Shader "UI/Influence" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _DetailTex ("Influence Texture", 2D) = "white" {} _Color1 ("Primary Color", Color) = (1,1,1,1) _Color2 ("Secondary Color", Color) = (1,1,1,1) _Threshold("Border Threshold", Float) = 0.05 _FillTiling("Fill Tiling", Float) = 50 _FillBorderBlend("Fill Border Blend", Float) = .05 _FillBlend("Fill Blend", Float) = .05 _PatternBlend("Pattern Blend", Float) = .05 _PatternOffset("Pattern Offset", Float) = .05 _FillAlpha("Fill Alpha", Float) = .5 _FillTilt("Fill Tilt", Range(0,3.14)) = 1 _Stroke("Stroke Weight", Float) = 2 _StrokeBlend("Stroke Blend", Float) = .05 _StrokeTransitionBlend("Stroke Transition Blend", Float) = .05 _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(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [Toggle(SCREEN_SPACE)] _UseScreenSpace ("Screen Space Detail Texture", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" //#pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP #pragma shader_feature SCREEN_SPACE struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SCREEN_SPACE float4 screenPos : TEXCOORD1; #endif //float2 detailtexcoord : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _TintTex; sampler2D _DetailTex; float4 _DetailTex_ST; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _DetailTex_TexelSize; fixed4 _Color1; fixed4 _Color2; half _FillTiling; half _FillBlend; half _FillBorderBlend; half _FillAlpha; half _FillTilt; half _PatternBlend; half _PatternOffset; half _Threshold; half _Stroke; half _StrokeBlend; half _StrokeTransitionBlend; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); #ifdef SCREEN_SPACE OUT.screenPos = ComputeScreenPos( OUT.vertex ); #endif //OUT.detailtexcoord = TRANSFORM_TEX(OUT.worldPosition.xy, _MainTex); OUT.color = v.color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); #ifdef SCREEN_SPACE float2 q = IN.screenPos.xy / IN.screenPos.w; #else float2 q = IN.texcoord; #endif // Sample influence texture float influence = tex2D(_DetailTex, q).r; // Calculate gradient and rate of change of influence float2 grad = float2(ddx(influence), ddy(influence)); float diff = length(grad); // Tilt determines the vector along which we measure the uv coordinate float2 patternDirection = float2(sin(_FillTilt), cos(_FillTilt)); // Repeat a sine wave along the pattern direction and smoothstep it to interpolate between the two pattern colors fixed4 pattern = lerp(_Color1, _Color2, smoothstep(-_PatternBlend, _PatternBlend, _PatternOffset + sin(dot(patternDirection, q * _FillTiling)))); float4 col = pattern * smoothstep(_Threshold, _Threshold + _FillBorderBlend, influence) * smoothstep(_Threshold + _FillBlend, _Threshold, influence) * _FillAlpha; // Draw a line at the threshold float isoline = abs(influence - _Threshold) / diff; col = smoothstep(0,_Threshold, influence) * lerp(col, lerp(_Color1, _Color2, smoothstep(_StrokeTransitionBlend*diff, -_StrokeTransitionBlend*diff, influence - _Threshold)), smoothstep(_Stroke * (1 + _StrokeBlend), _Stroke, isoline)); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color * col; } ENDCG } } }