初始化
This commit is contained in:
BIN
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/Default-Transition.png
vendored
Normal file
BIN
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/Default-Transition.png
vendored
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87
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIDissolve.shader
vendored
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87
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIDissolve.shader
vendored
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@@ -0,0 +1,87 @@
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||||
Shader "Hidden/UI/Default (UIDissolve)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Main 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
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
[Header(Dissolve)]
|
||||
_TransitionTex ("Transition Texture (A)", 2D) = "white" {}
|
||||
_ParamTex ("Parameter Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
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||||
WriteMask [_StencilWriteMask]
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||||
}
|
||||
|
||||
Cull Off
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||||
Lighting Off
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||||
ZWrite Off
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||||
ZTest [unity_GUIZTestMode]
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||||
Blend SrcAlpha OneMinusSrcAlpha
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||||
ColorMask [_ColorMask]
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||||
|
||||
Pass
|
||||
{
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||||
Name "Default"
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||||
|
||||
CGPROGRAM
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
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||||
#pragma target 2.0
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||||
|
||||
#define DISSOLVE 1
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||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#pragma multi_compile __ ADD SUBTRACT FILL
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||||
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||||
#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#define UI_DISSOLVE 1
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#include "UIEffect.cginc"
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#include "UIEffectSprite.cginc"
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||||
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||||
fixed4 frag(v2f IN) : SV_Target
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||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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||||
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||||
// Dissolve
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||||
color = ApplyTransitionEffect(color, IN.eParam);
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||||
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||||
#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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||||
#endif
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||||
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||||
return color;
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||||
}
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||||
ENDCG
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}
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}
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}
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _TransitionTex: {instanceID: 0}
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- _ParamTex: {instanceID: 0}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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309
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIEffect.cginc
vendored
Normal file
309
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIEffect.cginc
vendored
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@@ -0,0 +1,309 @@
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||||
#ifndef UI_EFFECT_INCLUDED
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||||
#define UI_EFFECT_INCLUDED
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||||
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||||
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||||
sampler2D _TransitionTex;
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||||
sampler2D _ParamTex;
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||||
|
||||
#if GRAYSCALE | SEPIA | NEGA | PIXEL | MONO | CUTOFF | HUE
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||||
#define UI_TONE
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||||
#endif
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||||
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||||
#if ADD | SUBTRACT | FILL
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||||
#define UI_COLOR
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||||
#endif
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||||
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||||
#if FASTBLUR | MEDIUMBLUR | DETAILBLUR
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||||
#define UI_BLUR
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||||
#endif
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||||
|
||||
// Unpack float to low-precision [0-1] fixed4.
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||||
fixed4 UnpackToVec4(float value)
|
||||
{
|
||||
const int PACKER_STEP = 64;
|
||||
const int PRECISION = PACKER_STEP - 1;
|
||||
fixed4 unpacked;
|
||||
|
||||
unpacked.x = (value % PACKER_STEP) / PRECISION;
|
||||
value = floor(value / PACKER_STEP);
|
||||
|
||||
unpacked.y = (value % PACKER_STEP) / PRECISION;
|
||||
value = floor(value / PACKER_STEP);
|
||||
|
||||
unpacked.z = (value % PACKER_STEP) / PRECISION;
|
||||
value = floor(value / PACKER_STEP);
|
||||
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||||
unpacked.w = (value % PACKER_STEP) / PRECISION;
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||||
return unpacked;
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||||
}
|
||||
|
||||
// Unpack float to low-precision [0-1] fixed3.
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||||
fixed3 UnpackToVec3(float value)
|
||||
{
|
||||
const int PACKER_STEP = 256;
|
||||
const int PRECISION = PACKER_STEP - 1;
|
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fixed3 unpacked;
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||||
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||||
unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1);
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||||
value = floor(value / (PACKER_STEP));
|
||||
|
||||
unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1);
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||||
value = floor(value / PACKER_STEP);
|
||||
|
||||
unpacked.z = (value % PACKER_STEP) / (PACKER_STEP - 1);
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||||
return unpacked;
|
||||
}
|
||||
|
||||
// Unpack float to low-precision [0-1] half2.
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||||
half2 UnpackToVec2(float value)
|
||||
{
|
||||
const int PACKER_STEP = 4096;
|
||||
const int PRECISION = PACKER_STEP - 1;
|
||||
half2 unpacked;
|
||||
|
||||
unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1);
|
||||
value = floor(value / (PACKER_STEP));
|
||||
|
||||
unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1);
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||||
return unpacked;
|
||||
}
|
||||
|
||||
// Sample texture with blurring.
|
||||
// * Fast: Sample texture with 3x3 kernel.
|
||||
// * Medium: Sample texture with 5x5 kernel.
|
||||
// * Detail: Sample texture with 7x7 kernel.
|
||||
fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur, half4 mask)
|
||||
{
|
||||
#if FASTBLUR && EX
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||||
const int KERNEL_SIZE = 5;
|
||||
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
|
||||
#elif MEDIUMBLUR && EX
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||||
const int KERNEL_SIZE = 9;
|
||||
const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438};
|
||||
#elif DETAILBLUR && EX
|
||||
const int KERNEL_SIZE = 13;
|
||||
const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438};
|
||||
#elif FASTBLUR
|
||||
const int KERNEL_SIZE = 3;
|
||||
const float KERNEL_[3] = { 0.4566, 1.0, 0.4566};
|
||||
#elif MEDIUMBLUR
|
||||
const int KERNEL_SIZE = 5;
|
||||
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
|
||||
#elif DETAILBLUR
|
||||
const int KERNEL_SIZE = 7;
|
||||
const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719};
|
||||
#else
|
||||
const int KERNEL_SIZE = 1;
|
||||
const float KERNEL_[1] = { 1.0 };
|
||||
#endif
|
||||
float4 o = 0;
|
||||
float sum = 0;
|
||||
float2 shift = 0;
|
||||
for(int x = 0; x < KERNEL_SIZE; x++)
|
||||
{
|
||||
shift.x = blur.x * (float(x) - KERNEL_SIZE/2);
|
||||
for(int y = 0; y < KERNEL_SIZE; y++)
|
||||
{
|
||||
shift.y = blur.y * (float(y) - KERNEL_SIZE/2);
|
||||
float2 uv = texcood + shift;
|
||||
float weight = KERNEL_[x] * KERNEL_[y];
|
||||
sum += weight;
|
||||
#if EX
|
||||
fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w);
|
||||
o += lerp(fixed4(0.5, 0.5, 0.5, 0), tex2D(tex, uv), masked) * weight;
|
||||
#else
|
||||
o += tex2D(tex, uv) * weight;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
return o / sum;
|
||||
}
|
||||
|
||||
// Sample texture with blurring.
|
||||
// * Fast: Sample texture with 3x3 kernel.
|
||||
// * Medium: Sample texture with 5x5 kernel.
|
||||
// * Detail: Sample texture with 7x7 kernel.
|
||||
fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur)
|
||||
{
|
||||
return Tex2DBlurring(tex, texcood, blur, half4(0,0,1,1));
|
||||
}
|
||||
|
||||
|
||||
// Sample texture with blurring.
|
||||
// * Fast: Sample texture with 3x1 kernel.
|
||||
// * Medium: Sample texture with 5x1 kernel.
|
||||
// * Detail: Sample texture with 7x1 kernel.
|
||||
fixed4 Tex2DBlurring1D (sampler2D tex, half2 uv, half2 blur)
|
||||
{
|
||||
#if FASTBLUR
|
||||
const int KERNEL_SIZE = 3;
|
||||
#elif MEDIUMBLUR
|
||||
const int KERNEL_SIZE = 5;
|
||||
#elif DETAILBLUR
|
||||
const int KERNEL_SIZE = 7;
|
||||
#else
|
||||
const int KERNEL_SIZE = 1;
|
||||
#endif
|
||||
float4 o = 0;
|
||||
float sum = 0;
|
||||
float weight;
|
||||
half2 texcood;
|
||||
for(int i = -KERNEL_SIZE/2; i <= KERNEL_SIZE/2; i++)
|
||||
{
|
||||
texcood = uv;
|
||||
texcood.x += blur.x * i;
|
||||
texcood.y += blur.y * i;
|
||||
weight = 1.0/(abs(i)+2);
|
||||
o += tex2D(tex, texcood)*weight;
|
||||
sum += weight;
|
||||
}
|
||||
return o / sum;
|
||||
}
|
||||
|
||||
fixed3 shift_hue(fixed3 RGB, half VSU, half VSW)
|
||||
{
|
||||
fixed3 result;
|
||||
result.x = (0.299 + 0.701*VSU + 0.168*VSW)*RGB.x
|
||||
+ (0.587 - 0.587*VSU + 0.330*VSW)*RGB.y
|
||||
+ (0.114 - 0.114*VSU - 0.497*VSW)*RGB.z;
|
||||
|
||||
result.y = (0.299 - 0.299*VSU - 0.328*VSW)*RGB.x
|
||||
+ (0.587 + 0.413*VSU + 0.035*VSW)*RGB.y
|
||||
+ (0.114 - 0.114*VSU + 0.292*VSW)*RGB.z;
|
||||
|
||||
result.z = (0.299 - 0.3*VSU + 1.25*VSW)*RGB.x
|
||||
+ (0.587 - 0.588*VSU - 1.05*VSW)*RGB.y
|
||||
+ (0.114 + 0.886*VSU - 0.203*VSW)*RGB.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Apply tone effect.
|
||||
fixed4 ApplyToneEffect(fixed4 color, fixed factor)
|
||||
{
|
||||
#ifdef GRAYSCALE
|
||||
color.rgb = lerp(color.rgb, Luminance(color.rgb), factor);
|
||||
|
||||
#elif SEPIA
|
||||
color.rgb = lerp(color.rgb, Luminance(color.rgb) * half3(1.07, 0.74, 0.43), factor);
|
||||
|
||||
#elif NEGA
|
||||
color.rgb = lerp(color.rgb, 1 - color.rgb, factor);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// Apply color effect.
|
||||
fixed4 ApplyColorEffect(half4 color, half4 factor)
|
||||
{
|
||||
#if FILL
|
||||
color.rgb = lerp(color.rgb, factor.rgb, factor.a);
|
||||
|
||||
#elif ADD
|
||||
color.rgb += factor.rgb * factor.a;
|
||||
|
||||
#elif SUBTRACT
|
||||
color.rgb -= factor.rgb * factor.a;
|
||||
|
||||
#else
|
||||
color.rgb = lerp(color.rgb, color.rgb * factor.rgb, factor.a);
|
||||
#endif
|
||||
|
||||
#if CUTOFF
|
||||
color.a = factor.a;
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// Apply transition effect.
|
||||
fixed4 ApplyTransitionEffect(half4 color, half3 transParam)
|
||||
{
|
||||
fixed4 param = tex2D(_ParamTex, float2(0.25, transParam.z));
|
||||
float alpha = tex2D(_TransitionTex, transParam.xy).a;
|
||||
|
||||
#if REVERSE
|
||||
fixed effectFactor = 1 - param.x;
|
||||
#else
|
||||
fixed effectFactor = param.x;
|
||||
#endif
|
||||
|
||||
#if FADE
|
||||
color.a *= saturate(alpha + (1 - effectFactor * 2));
|
||||
#elif CUTOFF
|
||||
color.a *= step(0.001, color.a * alpha - effectFactor);
|
||||
#elif DISSOLVE
|
||||
fixed width = param.y/4;
|
||||
fixed softness = param.z;
|
||||
fixed3 dissolveColor = tex2D(_ParamTex, float2(0.75, transParam.z)).rgb;
|
||||
float factor = alpha - effectFactor * ( 1 + width ) + width;
|
||||
fixed edgeLerp = step(factor, color.a) * saturate((width - factor)*16/ softness);
|
||||
color = ApplyColorEffect(color, fixed4(dissolveColor, edgeLerp));
|
||||
color.a *= saturate((factor)*32/ softness);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
// Apply shiny effect.
|
||||
half4 ApplyShinyEffect(half4 color, half2 shinyParam)
|
||||
{
|
||||
fixed nomalizedPos = shinyParam.x;
|
||||
fixed4 param1 = tex2D(_ParamTex, float2(0.25, shinyParam.y));
|
||||
fixed4 param2 = tex2D(_ParamTex, float2(0.75, shinyParam.y));
|
||||
half location = param1.x * 2 - 0.5;
|
||||
fixed width = param1.y;
|
||||
fixed soft = param1.z;
|
||||
fixed brightness = param1.w;
|
||||
fixed gloss = param2.x;
|
||||
half normalized = 1 - saturate(abs((nomalizedPos - location) / width));
|
||||
half shinePower = smoothstep(0, soft, normalized);
|
||||
half3 reflectColor = lerp(fixed3(1,1,1), color.rgb * 7, gloss);
|
||||
|
||||
color.rgb += color.a * (shinePower / 2) * brightness * reflectColor;
|
||||
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
half3 RgbToHsv(half3 c) {
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g));
|
||||
half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
half d = q.x - min(q.w, q.y);
|
||||
half e = 1.0e-10;
|
||||
return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
half3 HsvToRgb(half3 c) {
|
||||
c = half3(c.x, clamp(c.yz, 0.0, 1.0));
|
||||
half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * lerp(K.xxx, clamp(p.xyz - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
|
||||
// Apply Hsv effect.
|
||||
half4 ApplyHsvEffect(half4 color, half param)
|
||||
{
|
||||
fixed4 param1 = tex2D(_ParamTex, float2(0.25, param));
|
||||
fixed4 param2 = tex2D(_ParamTex, float2(0.75, param));
|
||||
fixed3 targetHsv = param1.rgb;
|
||||
|
||||
fixed3 targetRange = param1.w;
|
||||
fixed3 hsvShift = param2.xyz - 0.5;
|
||||
half3 hsv = RgbToHsv(color.rgb);
|
||||
half3 range = abs(hsv - targetHsv);
|
||||
half diff = max(max(min(1-range.x, range.x), min(1-range.y, range.y)/10), min(1-range.z, range.z)/10);
|
||||
|
||||
fixed masked = step(diff, targetRange);
|
||||
color.rgb = HsvToRgb(hsv + hsvShift * masked);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
#endif // UI_EFFECT_INCLUDED
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7467061e9f5514f2c80e30817ee2458b
|
||||
timeCreated: 1487915863
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
113
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIEffect.shader
vendored
Normal file
113
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIEffect.shader
vendored
Normal file
@@ -0,0 +1,113 @@
|
||||
Shader "Hidden/UI/Default (UIEffect)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Main 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
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_ParamTex ("Parameter Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
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
|
||||
#if !defined(SHADER_API_D3D11_9X) && !defined(SHADER_API_D3D9)
|
||||
#pragma target 2.0
|
||||
#else
|
||||
#pragma target 3.0
|
||||
#endif
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#pragma multi_compile __ GRAYSCALE SEPIA NEGA PIXEL
|
||||
#pragma multi_compile __ ADD SUBTRACT FILL
|
||||
#pragma multi_compile __ FASTBLUR MEDIUMBLUR DETAILBLUR
|
||||
#pragma multi_compile __ EX
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#define UI_EFFECT 1
|
||||
#include "UIEffect.cginc"
|
||||
#include "UIEffectSprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 param = tex2D(_ParamTex, float2(0.25, IN.eParam));
|
||||
fixed effectFactor = param.x;
|
||||
fixed colorFactor = param.y;
|
||||
fixed blurFactor = param.z;
|
||||
|
||||
#if PIXEL
|
||||
half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw);
|
||||
IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize;
|
||||
#endif
|
||||
|
||||
#if defined(UI_BLUR) && EX
|
||||
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd);
|
||||
#elif defined(UI_BLUR)
|
||||
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd);
|
||||
#else
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
#endif
|
||||
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
#if defined (UI_TONE)
|
||||
color = ApplyToneEffect(color, effectFactor);
|
||||
#endif
|
||||
|
||||
color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
|
||||
color.a *= IN.color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b868e81d0156245e08c8646b4fb68d7a
|
||||
timeCreated: 1482973535
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,75 @@
|
||||
#ifndef UI_EFFECT_SPRITE_INCLUDED
|
||||
#define UI_EFFECT_SPRITE_INCLUDED
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
#if EX
|
||||
float2 uvMask : TEXCOORD1;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
half3 eParam : TEXCOORD2;
|
||||
#elif UI_SHINY
|
||||
half2 eParam : TEXCOORD2;
|
||||
#else
|
||||
half eParam : TEXCOORD2;
|
||||
#endif
|
||||
#if EX
|
||||
half4 uvMask : TEXCOORD3;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
#if UI_EFFECT
|
||||
OUT.texcoord = UnpackToVec2(IN.texcoord.x) * 2 - 0.5;
|
||||
#else
|
||||
OUT.texcoord = UnpackToVec2(IN.texcoord.x);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
OUT.eParam = UnpackToVec3(IN.texcoord.y);
|
||||
#elif UI_SHINY
|
||||
OUT.eParam = UnpackToVec2(IN.texcoord.y);
|
||||
#else
|
||||
OUT.eParam = IN.texcoord.y;
|
||||
#endif
|
||||
|
||||
#if EX
|
||||
OUT.uvMask = half4(UnpackToVec2(IN.uvMask.x), UnpackToVec2(IN.uvMask.y));
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
#endif // UI_EFFECT_SPRITE_INCLUDED
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd60a36b172cf49e2b82258a68799ce3
|
||||
timeCreated: 1487915863
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,79 @@
|
||||
Shader "Hidden/UI/Default (UIHsvModifier)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Main 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
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_ParamTex ("Parameter Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#define UI_HSV_MODIFIER 1
|
||||
#include "UIEffect.cginc"
|
||||
#include "UIEffectSprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : COLOR
|
||||
{
|
||||
half4 color = tex2D(_MainTex, IN.texcoord);// + _TextureSampleAdd) * IN.color;
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
color = ApplyHsvEffect(color, IN.eParam);
|
||||
|
||||
return (color + _TextureSampleAdd) * IN.color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7fc74090480c84f8b977cfcd55cdfe82
|
||||
timeCreated: 1531882595
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
82
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIShiny.shader
vendored
Normal file
82
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/UIEffect/Resources/UIShiny.shader
vendored
Normal file
@@ -0,0 +1,82 @@
|
||||
Shader "Hidden/UI/Default (UIShiny)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Main 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
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_ParamTex ("Parameter Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#define UI_SHINY 1
|
||||
#include "UIEffect.cginc"
|
||||
#include "UIEffectSprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
color = ApplyShinyEffect(color, IN.eParam);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20ffe76c2439c403aabdd25bd94bf011
|
||||
timeCreated: 1523859834
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,87 @@
|
||||
Shader "Hidden/UI/Default (UITransition)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Main 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
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
[Header(Transition)]
|
||||
_TransitionTex ("Transition Texture (A)", 2D) = "white" {}
|
||||
_ParamTex ("Parameter Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
#define REVERSE 1
|
||||
#define ADD 1
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#pragma multi_compile __ FADE CUTOFF DISSOLVE
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#define UI_TRANSITION 1
|
||||
#include "UIEffect.cginc"
|
||||
#include "UIEffectSprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
color = ApplyTransitionEffect(color, IN.eParam) * IN.color;
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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||||
guid: 85ad24dd0759947ddb117625e108d49c
|
||||
timeCreated: 1548078121
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
- _ParamTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user