You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

124 lines
3.2 KiB
Plaintext

Shader "Hidden/Important-Button"
{
Properties {
_MainTex ("Texture", Any) = "white" {}
}
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
uniform sampler2D _Gradient;
sampler2D _GUIClipTexture;
uniform bool _ManualTex2SRGB;
uniform float expand;
uniform float4 _MainTex_ST;
uniform fixed4 _Color;
uniform float4x4 unity_GUIClipTextureMatrix;
uniform float2 _MousePosition;
uniform float2 _RectSize;
uniform float _Offset;
uniform float _SpeedDiff;
uniform float _circleAlpha;
uniform fixed4 _FillColor;
float4 gammaToLinear(float4 c)
{
return pow(c, 0.454545);
}
float4 colorCorrect(float4 input)
{
#ifndef UNITY_COLORSPACE_GAMMA
return gammaToLinear(input);
#else
return input;
#endif
}
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord2 = float2(o.texcoord.x * 0.5 + _Offset, o.texcoord.y);
return o;
}
float circle(float2 uv, float2 pos, float rad) {
float d = length(pos - uv) - rad;
float t = clamp(d, 0.0, 1.0);
return 1.0 - t ;
}
fixed4 frag (v2f i) : SV_Target
{
float4 mask = colorCorrect(tex2D(_MainTex, i.texcoord));
float4 color = colorCorrect(tex2D(_Gradient, i.texcoord2));
float4 textColor = 1;
float4 finalColor = _FillColor;
finalColor = lerp(finalColor,color , mask.g);
finalColor = lerp(finalColor, textColor, mask.r);
float radius = _RectSize.y * 0.7;
float circleMask = circle(i.texcoord * _RectSize, _MousePosition,radius - radius*0.9 * _SpeedDiff)*_circleAlpha;
finalColor = lerp(finalColor, color, circleMask * (mask.b - mask.g - mask.r));
float3 invertedColor = float3(1,1,1) - color.rgb;
finalColor.rgb = lerp(finalColor.rgb, invertedColor, circleMask * mask.r);
finalColor.rgb = lerp(_FillColor, finalColor, mask.b);
finalColor.a = saturate(mask.b * _FillColor.a + mask.r + mask.g);
return finalColor;
}
ENDCG
SubShader {
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha, One One
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
SubShader {
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
}