Restructured for new direction.

This commit is contained in:
2026-05-12 12:01:09 +01:00
parent 0439b6c1d2
commit c203f836b1
1134 changed files with 125569 additions and 213519 deletions

View File

@@ -0,0 +1,143 @@
Shader "BriarQueen/UI/Row Highlight"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_HighlightColor ("Highlight Color", Color) = (0, 0, 0, 1)
_Intensity ("Intensity", Range(0, 1)) = 0.6
_HorizontalWidth ("Horizontal Width", Range(0.1, 1)) = 0.7
_VerticalWidth ("Vertical Width", Range(0.1, 1)) = 0.7
_CentreDarkness ("Centre Darkness", Range(1, 4)) = 2.0
_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
}
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
{
Name "Default"
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
fixed4 _HighlightColor;
float _Intensity;
float _HorizontalWidth;
float _VerticalWidth;
float _CentreDarkness;
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
float clipAlpha = UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#else
float clipAlpha = 1.0;
#endif
float2 uv = input.uv * 2.0 - 1.0;
// smoothstep reaches exactly 0 at _Width — no rect boundary visible
float h = 1.0 - smoothstep(0.0, _HorizontalWidth, abs(uv.x));
float v = 1.0 - smoothstep(0.0, _VerticalWidth, abs(uv.y));
float mask = h * v;
// Darker in the centre, lighter toward the fade edge
float radial = length(float2(abs(uv.x) / _HorizontalWidth,
abs(uv.y) / _VerticalWidth));
float centreBoost = pow(saturate(1.0 - radial), _CentreDarkness);
float brightness = lerp(1.0, 0.25, centreBoost);
fixed4 result;
result.rgb = _HighlightColor.rgb * brightness;
// Deliberately not multiplying by sprite or vertex alpha —
// transparent image or color has no effect on the gradient
result.a = mask * _Intensity * clipAlpha;
#ifdef UNITY_UI_ALPHACLIP
clip(result.a - 0.001);
#endif
return result;
}
ENDCG
}
}
}