Files

171 lines
5.4 KiB
GLSL

Shader "BriarQueen/UI/Menu Selection Brush"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (0.02, 0.018, 0.015, 0.86)
_Reveal ("Reveal", Range(0, 1)) = 1
_RevealSoftness ("Reveal Softness", Range(0.001, 0.35)) = 0.08
_EdgeFade ("Edge Fade", Range(0.001, 0.35)) = 0.12
_EndFade ("End Fade", Range(0.001, 0.35)) = 0.08
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.18
_NoiseScale ("Noise Scale", Range(1, 80)) = 24
_StreakStrength ("Streak Strength", Range(0, 1)) = 0.22
_StreakScale ("Streak Scale", Range(1, 80)) = 18
_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;
float _Reveal;
float _RevealSoftness;
float _EdgeFade;
float _EndFade;
float _NoiseStrength;
float _NoiseScale;
float _StreakStrength;
float _StreakScale;
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
float ValueNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * (3.0 - 2.0 * f);
float a = Hash21(i);
float b = Hash21(i + float2(1.0, 0.0));
float c = Hash21(i + float2(0.0, 1.0));
float d = Hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
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
{
fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
float reveal = saturate(_Reveal);
float halfWidth = reveal * 0.5;
float distFromCenter = abs(input.uv.x - 0.5);
float revealMask = 1.0 - smoothstep(halfWidth, halfWidth + _RevealSoftness, distFromCenter);
revealMask *= smoothstep(0.0, 0.02, reveal);
float verticalFade = smoothstep(0.0, _EdgeFade, input.uv.y)
* (1.0 - smoothstep(1.0 - _EdgeFade, 1.0, input.uv.y));
float endFade = smoothstep(0.0, _EndFade, input.uv.x)
* (1.0 - smoothstep(1.0 - _EndFade, 1.0, input.uv.x));
float noise = ValueNoise(input.uv * _NoiseScale);
float streak = ValueNoise(float2(input.uv.x * _StreakScale, input.uv.y * 3.0));
float surface = 1.0 - (noise * _NoiseStrength) - (streak * _StreakStrength);
color.a *= revealMask * verticalFade * endFade * saturate(surface);
#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
}
}
}