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- // Texture is forced to be in Gamma space regardless of the active ColorSpace.
- Shader "Hidden/InternalSpritesInspector"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1, 1, 1, 1)
- [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
-
- Cull Off
- Lighting Off
- ZWrite Off
- Fog{ Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile DUMMY PIXELSNAP_ON
- #include "UnityCG.cginc"
-
- uniform bool _AdjustLinearForGamma;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
- fixed4 _Color;
- uniform float4x4 unity_GUIClipTextureMatrix;
-
- v2f vert(appdata_t IN)
- {
- float3 screenUV = UnityObjectToViewPos(IN.vertex);
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(screenUV.xy, 0, 1.0));
- return OUT;
- }
-
- sampler2D _MainTex;
- sampler2D _GUIClipTexture;
-
- fixed4 frag(v2f IN) : COLOR
- {
- fixed4 col = tex2D(_MainTex, IN.texcoord);
- fixed alpha = col.a;
- if (_AdjustLinearForGamma)
- col.rgb = LinearToGammaSpace(col.rgb);
- col.a = alpha * tex2D(_GUIClipTexture, IN.clipUV).a;
- return col * IN.color;
- }
- ENDCG
- }
- }
- }
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