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Shader "Hidden/Ripple-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;
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 _circleAlpha;
uniform float _hoverAlpha;
uniform float _RippleExpand;
uniform float2 _TextureSize;
uniform float _GlobalAlpha;
float4 gammaToLinear(float4 c)
{
return pow(c, 0.454545);
}
float4 colorCorrect(float4 input)
{
#ifndef UNITY_COLORSPACE_GAMMA
return gammaToLinear(input);
#else
return input;
#endif
}
float2 getUV(float2 originalUV)
{
float2 textSize = _TextureSize;
float2 imageSize = _RectSize;
float2 uv = originalUV;
float2 ratio = textSize.xy / imageSize;
float2 border = textSize / 2.0 * (0.5 + 0.7 * 0.5);
float2 bDst = border / imageSize;
if(uv.x < bDst.x)
uv.x = uv.x / ratio.x;
else if(uv.x > (1.0 - bDst.x))
uv.x = 1.0 - (1.0 - uv.x) / ratio.x;
else{
float t = (border.x * (textSize.x - imageSize.x)) / (textSize.x * (2.0 * border.x - imageSize.x));
uv.x = uv.x * (1.0 - t * 2.0) + t;
}
if(uv.y < bDst.y)
uv.y = uv.y / ratio.y;
else if(uv.y > (1.0 - bDst.y))
uv.y = 1.0 - (1.0 - uv.y) / ratio.y;
else {
float t = (border.y * (textSize.y - imageSize.y)) / (textSize.y * (2.0 * border.y - imageSize.y));
uv.y = uv.y * (1.0 - t * 2.0) + t;
}
return uv;
}
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);
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, getUV(i.texcoord)));
float4 baseColor = mask.g;
float4 finalColor = baseColor;
finalColor += _hoverAlpha * mask.r;
float circleMask = circle(i.texcoord * _RectSize, _MousePosition,_RectSize.x * _RippleExpand) * _circleAlpha;
finalColor += circleMask * mask.r;
finalColor.a = _GlobalAlpha;
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
}
}
}