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Cielonos/Assets/OtherPlugins/ChocDino/UIFX/Runtime/Shaders/Resources/Composite.shader
SoulliesOfficial d94241f36c 场景设计
2026-01-12 03:22:16 -05:00

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Shader "Hidden/ChocDino/UIFX/Composite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "ColorUtils.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag(v2f i) : SV_Target
{
// NOTE: Since the UI element was rendered to a black target, the RGB values are now effectively pre-multiplied by alpha
float4 col = tex2D(_MainTex, i.uv);
// NOTE: We have to sqrt the alpha channel to reverse the effects of alpha blending because alpha blending causes the written to a zero dst alpha channel to be squared.
// Luckily this is only an issue before Unity 2020.1.0 where they changed UI rendering to use premultiplied alpha.
// However still not sure how this would play with custom UI rendering if other blend modes are used.
col.a = sqrt(col.a);
return col;
}
ENDCG
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
"OutputsPremultipliedAlpha"="True"
}
Cull Off
ZWrite Off
ZTest Always
Blend One OneMinusSrcAlpha // Premultiplied transparency
Pass
{
Name "Composite-FromAlphaBlended-ToPremultiplied"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}