Created
February 18, 2018 11:08
-
-
Save Kink3d/7df109ad68cf0cd00fc950a09d9bdaaf to your computer and use it in GitHub Desktop.
An alpha clip version on Unity's default UI shader with a dithered variant
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
Shader "UI/DitheredClip" | |
{ | |
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 | |
_ClipThreshold ("Clip Threshold", Range(0, 1)) = 0.1 | |
[Toggle(UNITY_DITHERING)] _UseDithering ("Use Dithering", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Geometry" | |
"IgnoreProjector"="True" | |
"RenderType"="Opaque" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Stencil | |
{ | |
Ref [_Stencil] | |
Comp [_StencilComp] | |
Pass [_StencilOp] | |
ReadMask [_StencilReadMask] | |
WriteMask [_StencilWriteMask] | |
} | |
Cull Off | |
Lighting Off | |
ZWrite On | |
ZTest [unity_GUIZTestMode] | |
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 __ UNITY_UI_CLIP_RECT | |
#pragma multi_compile __ UNITY_DITHERING | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
#ifdef UNITY_DITHERING | |
float4 screenPosition : TEXCOORD2; | |
#endif | |
}; | |
fixed4 _Color; | |
fixed4 _TextureSampleAdd; | |
float4 _ClipRect; | |
float _ClipThreshold; | |
v2f vert(appdata_t v) | |
{ | |
v2f OUT; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | |
OUT.worldPosition = v.vertex; | |
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | |
OUT.texcoord = v.texcoord; | |
OUT.color = v.color * _Color; | |
#ifdef UNITY_DITHERING | |
OUT.screenPosition = ComputeScreenPos(OUT.vertex); | |
#endif | |
return OUT; | |
} | |
sampler2D _MainTex; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
#ifdef UNITY_UI_CLIP_RECT | |
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | |
#endif | |
#ifdef UNITY_DITHERING | |
float2 uv = (IN.screenPosition.xy / IN.screenPosition.w) * _ScreenParams.xy; | |
float DITHER_THRESHOLDS[16] = | |
{ | |
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, | |
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, | |
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, | |
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 | |
}; | |
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4; | |
color.a = color.a - (color.a * -1 * DITHER_THRESHOLDS[index]); | |
#endif | |
clip (color.a - _ClipThreshold); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment