mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
124 lines
3.4 KiB
Plaintext
124 lines
3.4 KiB
Plaintext
Shader "ConformalDecals/UI/ColorSlider"
|
|
{
|
|
Properties
|
|
{
|
|
_Color("Color", Color) = (0,0,0,0)
|
|
_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
|
|
|
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
|
|
|
[Toggle(HUE)] _Hue ("Hue", int) = 0
|
|
[Toggle(RED)] _Red ("Red", int) = 0
|
|
[Toggle(GREEN)] _Green ("Green", int) = 0
|
|
[Toggle(BLUE)] _Blue ("Blue", int) = 0
|
|
|
|
|
|
}
|
|
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
|
|
|
|
#pragma require integers
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityUI.cginc"
|
|
#include "HSL.cginc"
|
|
|
|
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
|
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
|
#pragma multi_compile_local HUE RED GREEN BLUE
|
|
|
|
float4 _ClipRect;
|
|
float4 _Color;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float4 worldPosition : TEXCOORD1;
|
|
};
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.worldPosition = v.vertex;
|
|
o.uv = v.uv;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
// sample the texture
|
|
fixed4 color = 1;
|
|
|
|
#ifdef HUE
|
|
color.rgb = HSL2RGB(float3(i.uv.y, 1, 0.5));
|
|
#endif //HUE
|
|
|
|
#ifdef RED
|
|
color.rgb = float3(i.uv.x, _Color.g, _Color.b);
|
|
#endif //RED
|
|
|
|
#ifdef GREEN
|
|
color.rgb = float3(_Color.r, i.uv.x, _Color.b);
|
|
#endif //GREEN
|
|
|
|
#ifdef BLUE
|
|
color.rgb = float3(_Color.r, _Color.g, i.uv.x);
|
|
#endif //BLUE
|
|
|
|
#ifdef UNITY_UI_CLIP_RECT
|
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
|
#endif
|
|
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip (color.a - 0.001);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |