playtest-unity/playtest/Library/PackageCache/com.unity.performance.profi.../Editor/ProfileAnalyzerShader.shader

107 lines
2.6 KiB
Plaintext

Shader "Unlit/ProfileAnalyzerShader"
{
Properties
{
_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
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
//Tags { "RenderType"="Transparent" }
LOD 100
//ZWrite Off
//Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile _ UNITY_UI_ALPHACLIP
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 worldPosition : TEXCOORD1;
};
bool _UseClipRect;
float4 _ClipRect;
v2f vert (appdata v)
{
v2f o;
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color.rgba = v.color;
return o;
}
//fixed4 frag (v2f i) : SV_Target { return i.color; }
fixed4 frag (v2f i) : SV_Target
{
half4 color = i.color;
if (_UseClipRect)
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}