Shader "GAME/UIGlass" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [Header(Glass Body)][Space] _GlassColor ("Glass Color", Color) = (0.8, 0.9, 1.0, 1) _Opacity ("Opacity", Range(0,1)) = 0.25 [Header(Shape rounded glass panel)][Space] _Corner ("Corner Radius", Range(0,1)) = 0.35 _Aspect ("Aspect (set to Width divided by Height)", Float) = 1 [Header(Bevel fake 3D raised edge)][Space] _EdgeThickness ("Edge Thickness", Range(0.001,0.6)) = 0.15 _EdgeLight ("Edge Light (lit side)", Range(0,2)) = 0.7 _EdgeShade ("Edge Shade (dark side)", Range(0,2)) = 0.35 _LightAngle ("Light Angle (degrees)", Range(0,360)) = 135 [Header(Top Sheen)][Space] _Sheen ("Sheen Strength", Range(0,2)) = 0.3 _SheenSize ("Sheen Size", Range(0,1)) = 0.5 [Header(Gloss Streak diagonal reflection)][Space] _StreakStrength ("Streak Strength", Range(0,2)) = 0.35 _StreakPos ("Streak Position", Range(0,2)) = 0.7 _StreakWidth ("Streak Width", Range(0.01,1)) = 0.15 // --- Standard UI machinery (masking, stencil, alpha clip). --- _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 } 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 "UIGlass" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP 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; float4 worldPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float4 _ClipRect; fixed4 _GlassColor; half _Opacity; half _Corner; half _Aspect; half _EdgeThickness; half _EdgeLight; half _EdgeShade; half _LightAngle; half _Sheen; half _SheenSize; half _StreakStrength; half _StreakPos; half _StreakWidth; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPos = v.vertex; OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; return OUT; } // Bright band centred on a diagonal, used for the gloss streak. half DiagonalBand(float2 uv, half pos, half width) { half d = abs((uv.x + uv.y) - pos); return 1.0 - smoothstep(0.0, width, d); } fixed4 frag(v2f IN) : SV_Target { float2 uv = IN.texcoord; // Work in centred, aspect-corrected space so corners stay round on any // rectangle. Height spans -1..1; width spans -_Aspect.._Aspect. float2 p = (uv - 0.5) * 2.0; p.x *= _Aspect; float2 halfSize = float2(_Aspect, 1.0); // Signed distance to a rounded rectangle: negative inside, zero at the edge. float2 q = abs(p) - (halfSize - _Corner); float dist = length(max(q, 0.0)) - _Corner; // Antialiased panel silhouette from that distance field. half aa = fwidth(dist); half shape = 1.0 - smoothstep(-aa, aa, dist); // How deep this pixel sits inside the border, 0 at the edge. half inside = -dist; half edge = 1.0 - smoothstep(0.0, _EdgeThickness, inside); // Outward edge direction, so the bevel can be lit from one side to fake // a raised 3D pane: corners use the diagonal, straight edges use the axis. float2 outward; float2 qc = max(q, 0.0); if (qc.x + qc.y > 1e-4) outward = normalize(qc * sign(p)); else outward = (q.x > q.y) ? float2(sign(p.x), 0) : float2(0, sign(p.y)); float a = radians(_LightAngle); float2 lightDir = float2(cos(a), sin(a)); half facing = dot(outward, lightDir); half bevelLight = edge * saturate(facing) * _EdgeLight; half bevelShade = edge * saturate(-facing) * _EdgeShade; // Top sheen and a single diagonal gloss streak across the pane. half sheen = smoothstep(1.0 - _SheenSize, 1.0, uv.y) * _Sheen; half streak = DiagonalBand(uv, _StreakPos, _StreakWidth) * _StreakStrength; half highlight = sheen + streak + bevelLight; fixed3 rgb = saturate(_GlassColor.rgb + highlight - bevelShade); half alpha = saturate(_Opacity * _GlassColor.a + highlight); fixed4 col = fixed4(rgb, alpha * shape) * IN.color; #ifdef UNITY_UI_CLIP_RECT col.a *= UnityGet2DClipping(IN.worldPos.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(col.a - 0.001); #endif return col; } ENDCG } } }