Shader "BriarQueen/UI/Edge Darken" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (0, 0, 0, 0.65) _Amount ("Amount", Range(0, 1)) = 1 _EdgeDarkness ("Edge Darkness", Range(0, 1)) = 1 _CenterDarkness ("Center Darkness", Range(0, 1)) = 0 _EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.22 _Softness ("Softness", Range(0.001, 0.5)) = 0.18 [HideInInspector] _RectSize ("Rect Size", Vector) = (1, 1, 0, 0) [HideInInspector] _RectPivot ("Rect Pivot", Vector) = (0.5, 0.5, 0, 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; float2 localPosition : TEXCOORD1; float4 worldPosition : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _Amount; float _EdgeDarkness; float _CenterDarkness; float _EdgeWidth; float _Softness; float4 _RectSize; float4 _RectPivot; 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.localPosition = input.vertex.xy; output.color = input.color * _Color; return output; } fixed4 Frag(Varyings input) : SV_Target { fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color; float2 safeRectSize = max(_RectSize.xy, float2(0.0001, 0.0001)); float2 rectUv = saturate((input.localPosition / safeRectSize) + _RectPivot.xy); float edgeDistance = min( min(rectUv.x, 1.0 - rectUv.x), min(rectUv.y, 1.0 - rectUv.y)); float outerEdge = 1.0 - smoothstep(_EdgeWidth, _EdgeWidth + _Softness, edgeDistance); float darkness = lerp(_CenterDarkness, _EdgeDarkness, outerEdge); color.a *= saturate(_Amount) * darkness; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } }