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Build structures, inventory basics, Lootlocker & SCD-1 Initialisation
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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Shader "UI/Additive" | ||
{ | ||
Properties | ||
{ | ||
_MainTex ("Sprite Texture", 2D) = "white" {} | ||
_Color ("Tint", Color) = (1,1,1,1) | ||
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||
_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 | ||
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_ColorMask ("Color Mask", Float) = 15 | ||
_ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767) | ||
} | ||
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SubShader | ||
{ | ||
Tags | ||
{ | ||
"Queue"="Transparent" | ||
"IgnoreProjector"="True" | ||
"RenderType"="Transparent" | ||
"PreviewType"="Plane" | ||
"CanUseSpriteAtlas"="True" | ||
} | ||
|
||
Stencil | ||
{ | ||
Ref [_Stencil] | ||
Comp [_StencilComp] | ||
Pass [_StencilOp] | ||
ReadMask [_StencilReadMask] | ||
WriteMask [_StencilWriteMask] | ||
} | ||
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||
Cull Off | ||
Lighting Off | ||
ZWrite Off | ||
ZTest [unity_GUIZTestMode] | ||
Fog { Mode Off } | ||
Blend One One | ||
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||
ColorMask [_ColorMask] | ||
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Pass | ||
{ | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#include "UnityCG.cginc" | ||
#include "UnityUI.cginc" | ||
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struct appdata_t | ||
{ | ||
float4 vertex : POSITION; | ||
float4 color : COLOR; | ||
float2 texcoord : TEXCOORD0; | ||
}; | ||
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struct v2f | ||
{ | ||
float4 vertex : SV_POSITION; | ||
fixed4 color : COLOR; | ||
half2 texcoord : TEXCOORD0; | ||
float4 worldPosition : TEXCOORD1; | ||
}; | ||
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fixed4 _Color; | ||
sampler2D _MainTex; | ||
float4 _MainTex_ST; | ||
float4 _ClipRect; | ||
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v2f vert(appdata_t IN) | ||
{ | ||
v2f OUT; | ||
OUT.worldPosition = IN.vertex; | ||
OUT.vertex = UnityObjectToClipPos(IN.vertex); | ||
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); | ||
#ifdef UNITY_HALF_TEXEL_OFFSET | ||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); | ||
#endif | ||
OUT.color = IN.color * _Color; | ||
return OUT; | ||
} | ||
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fixed4 frag(v2f IN) : SV_Target | ||
{ | ||
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; | ||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | ||
color.rgb *= color.a; | ||
#ifdef UNITY_UI_ALPHACLIP | ||
clip (color.a - 0.01); | ||
#endif | ||
return color; | ||
} | ||
ENDCG | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.