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KSP-Conformal-Decals/Assets/Shaders/ColorSlider.shader

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Shader "ConformalDecals/UI/Color Slider"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_Radius("Radius", Float) = 4
_OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6
_OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1
_OutlineWidth("Outline Width", Float) = 3
_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"
#include "SDF.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;
float _Radius;
float4 _Color;
float _OutlineGradient;
float _OutlineOpacity;
float _OutlineWidth;
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
{
float4 color = 1;
#ifdef HUE
color.rgb = HSV2RGB(float3(i.uv.y, _Color.y, _Color.z));
#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
float rrect = sdRoundedUVBox(i.uv, _Radius);
float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y);
float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect);
color.rgb = lerp(color.rgb, gradient, outlineOpacity);
color.a = saturate(0.5 - rrect);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}