Singularity/Library/PackageCache/com.unity.2d.spriteshape@7.0.7/Editor/Handles/Shaders/Sprites-Inspector.shader

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2024-05-06 14:45:45 -04:00
// 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
}
}
}