// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "FairyGUI/Text" { Properties { _MainTex ("Alpha (A)", 2D) = "white" {} _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 _BlendSrcFactor ("Blend SrcFactor", Float) = 5 _BlendDstFactor ("Blend DstFactor", Float) = 10 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Blend [_BlendSrcFactor] [_BlendDstFactor] ColorMask [_ColorMask] Pass { CGPROGRAM #pragma multi_compile NOT_GRAYED GRAYED #pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; #ifdef CLIPPED float2 clipPos : TEXCOORD1; #endif #ifdef SOFT_CLIPPED float2 clipPos : TEXCOORD1; #endif }; sampler2D _MainTex; CBUFFER_START(UnityPerMaterial) #ifdef CLIPPED float4 _ClipBox = float4(-2, -2, 0, 0); #endif #ifdef SOFT_CLIPPED float4 _ClipBox = float4(-2, -2, 0, 0); float4 _ClipSoftness = float4(0, 0, 0, 0); #endif CBUFFER_END v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; #if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550) o.color.rgb = GammaToLinearSpace(v.color.rgb); o.color.a = v.color.a; #else o.color = v.color; #endif #ifdef CLIPPED o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy; #endif #ifdef SOFT_CLIPPED o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy; #endif return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; #ifdef GRAYED fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114)); col.rgb = fixed3(grey, grey, grey); #endif #ifdef SOFT_CLIPPED float2 factor = float2(0,0); if(i.clipPos.x<0) factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x; else factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z; if(i.clipPos.y<0) factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w; else factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y; col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0); #endif #ifdef CLIPPED float2 factor = abs(i.clipPos); col.a *= step(max(factor.x, factor.y), 1); #endif return col; } ENDCG } } }