Shader /*ase_name*/"Hidden/Templates/Legacy/UIDefault"/*end*/ { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _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 /*ase_props*/ } 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] /*ase_pass*/ Pass { Name "Default" CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP /*ase_pragma*/ struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p;uv0=tc0.xy;c=c*/ }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/ }; uniform fixed4 _Color; uniform fixed4 _TextureSampleAdd; uniform float4 _ClipRect; uniform sampler2D _MainTex; /*ase_globals*/ v2f vert( appdata_t IN /*ase_vert_input*/ ) { v2f OUT; UNITY_SETUP_INSTANCE_ID( IN ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); OUT.worldPosition = IN.vertex; /*ase_vert_code:IN=appdata_t;OUT=v2f*/ OUT.worldPosition.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); /*ase_frag_code:IN=v2f*/ half4 color = /*ase_frag_out:Color;Float4*/(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color/*end*/; #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 } } CustomEditor "ASEMaterialInspector" }