118 lines
3.4 KiB
Plaintext
118 lines
3.4 KiB
Plaintext
Shader "UI/GlowAura"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
|
_Color ("Tint", Color) = (1,1,1,1)
|
|
|
|
_GlowColor ("Glow Color", Color) = (1,1,1,1)
|
|
_GlowSpeed ("Glow Speed", Float) = 1.0
|
|
_GlowIntensity ("Glow Intensity", Range(0, 1)) = 0.5
|
|
_GlowWidth ("Glow Width", Range(0, 0.1)) = 0.05
|
|
|
|
_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
|
|
}
|
|
|
|
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
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityUI.cginc"
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 worldPosition : TEXCOORD1;
|
|
};
|
|
|
|
fixed4 _Color;
|
|
fixed4 _TextureSampleAdd;
|
|
float4 _ClipRect;
|
|
|
|
fixed4 _GlowColor;
|
|
float _GlowSpeed;
|
|
float _GlowIntensity;
|
|
float _GlowWidth;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.worldPosition = IN.vertex;
|
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
|
OUT.texcoord = IN.texcoord;
|
|
OUT.color = IN.color * _Color;
|
|
return OUT;
|
|
}
|
|
|
|
sampler2D _MainTex;
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
|
|
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
|
|
|
// Calculate distance from edge
|
|
float2 uvDist = abs(IN.texcoord - 0.5) * 2;
|
|
float maxDist = max(uvDist.x, uvDist.y);
|
|
float edge = saturate((1 - maxDist) / _GlowWidth);
|
|
|
|
// Calculate glow
|
|
float glowFactor = sin(_Time.y * _GlowSpeed) * 0.5 + 0.5;
|
|
fixed4 glowColor = _GlowColor * glowFactor * _GlowIntensity * edge;
|
|
|
|
// Blend glow with original color
|
|
color.rgb = lerp(glowColor.rgb, color.rgb, color.a);
|
|
color.a = max(color.a, glowColor.a);
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |