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