199 lines
6.8 KiB
Plaintext
199 lines
6.8 KiB
Plaintext
Shader "GAME/UIGlass"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[Header(Glass Body)][Space]
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_GlassColor ("Glass Color", Color) = (0.8, 0.9, 1.0, 1)
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_Opacity ("Opacity", Range(0,1)) = 0.25
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[Header(Shape rounded glass panel)][Space]
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_Corner ("Corner Radius", Range(0,1)) = 0.35
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_Aspect ("Aspect (set to Width divided by Height)", Float) = 1
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[Header(Bevel fake 3D raised edge)][Space]
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_EdgeThickness ("Edge Thickness", Range(0.001,0.6)) = 0.15
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_EdgeLight ("Edge Light (lit side)", Range(0,2)) = 0.7
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_EdgeShade ("Edge Shade (dark side)", Range(0,2)) = 0.35
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_LightAngle ("Light Angle (degrees)", Range(0,360)) = 135
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[Header(Top Sheen)][Space]
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_Sheen ("Sheen Strength", Range(0,2)) = 0.3
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_SheenSize ("Sheen Size", Range(0,1)) = 0.5
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[Header(Gloss Streak diagonal reflection)][Space]
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_StreakStrength ("Streak Strength", Range(0,2)) = 0.35
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_StreakPos ("Streak Position", Range(0,2)) = 0.7
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_StreakWidth ("Streak Width", Range(0.01,1)) = 0.15
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// --- Standard UI machinery (masking, stencil, alpha clip). ---
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "UIGlass"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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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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float4 _ClipRect;
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fixed4 _GlassColor;
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half _Opacity;
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half _Corner;
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half _Aspect;
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half _EdgeThickness;
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half _EdgeLight;
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half _EdgeShade;
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half _LightAngle;
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half _Sheen;
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half _SheenSize;
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half _StreakStrength;
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half _StreakPos;
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half _StreakWidth;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPos = v.vertex;
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color * _Color;
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return OUT;
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}
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// Bright band centred on a diagonal, used for the gloss streak.
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half DiagonalBand(float2 uv, half pos, half width)
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{
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half d = abs((uv.x + uv.y) - pos);
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return 1.0 - smoothstep(0.0, width, d);
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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float2 uv = IN.texcoord;
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// Work in centred, aspect-corrected space so corners stay round on any
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// rectangle. Height spans -1..1; width spans -_Aspect.._Aspect.
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float2 p = (uv - 0.5) * 2.0;
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p.x *= _Aspect;
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float2 halfSize = float2(_Aspect, 1.0);
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// Signed distance to a rounded rectangle: negative inside, zero at the edge.
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float2 q = abs(p) - (halfSize - _Corner);
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float dist = length(max(q, 0.0)) - _Corner;
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// Antialiased panel silhouette from that distance field.
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half aa = fwidth(dist);
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half shape = 1.0 - smoothstep(-aa, aa, dist);
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// How deep this pixel sits inside the border, 0 at the edge.
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half inside = -dist;
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half edge = 1.0 - smoothstep(0.0, _EdgeThickness, inside);
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// Outward edge direction, so the bevel can be lit from one side to fake
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// a raised 3D pane: corners use the diagonal, straight edges use the axis.
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float2 outward;
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float2 qc = max(q, 0.0);
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if (qc.x + qc.y > 1e-4)
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outward = normalize(qc * sign(p));
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else
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outward = (q.x > q.y) ? float2(sign(p.x), 0) : float2(0, sign(p.y));
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float a = radians(_LightAngle);
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float2 lightDir = float2(cos(a), sin(a));
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half facing = dot(outward, lightDir);
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half bevelLight = edge * saturate(facing) * _EdgeLight;
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half bevelShade = edge * saturate(-facing) * _EdgeShade;
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// Top sheen and a single diagonal gloss streak across the pane.
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half sheen = smoothstep(1.0 - _SheenSize, 1.0, uv.y) * _Sheen;
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half streak = DiagonalBand(uv, _StreakPos, _StreakWidth) * _StreakStrength;
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half highlight = sheen + streak + bevelLight;
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fixed3 rgb = saturate(_GlassColor.rgb + highlight - bevelShade);
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half alpha = saturate(_Opacity * _GlassColor.a + highlight);
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fixed4 col = fixed4(rgb, alpha * shape) * IN.color;
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(IN.worldPos.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(col.a - 0.001);
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#endif
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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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