Files
A-Fairytale-Gone-Bad-Briar-…/Assets/Shaders/UIEdgeDarken/UIEdgeDarken.shader

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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
}
}
}