Shader "UI/TranslucentImage" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Vibrancy("Vibrancy", Range(-1, 2)) = 1.25 _Brightness("Brightness", Range(-1, 1)) = 0 _Flatten("Flatten", Range(0, 1)) = 0.1 _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 } 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 One OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // #pragma enable_d3d11_debug_symbols #include "UnityUI.cginc" // UI shaders still use birp texture convention #include "interop_birp.cginc" #include "common.hlsl" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; half2 extraData : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float4 screenPos : TEXCOORD2; half2 extraData : TEXCOORD3; float4 mask : TEXCOORD4; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex); uniform half _Vibrancy; uniform half _Flatten; uniform half _Brightness; float4 _CropRegion; //xMin, yMin, xMax, yMax v2f vert(appdata IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) { IN.color.rgb = UIGammaToLinearShim(IN.color.rgb); } OUT.color = IN.color; OUT.texcoord = IN.texcoord; OUT.screenPos = ComputeNonStereoScreenPos(OUT.vertex); #if UNITY_VERSION >= 202120 && UNITY_UV_STARTS_AT_TOP if(_ProjectionParams.x > 0 && unity_MatrixVP[1][1] < 0) OUT.screenPos.y = OUT.screenPos.w - OUT.screenPos.y; #endif OUT.extraData = IN.extraData; float2 pixelSize = OUT.vertex.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.mask = float4(IN.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); return OUT; } half4 frag(v2f IN) : SV_Target { //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) //The incoming alpha could have numerical instability, which makes it very sensible to //HDR color transparency blend, when it blends with the world's texture. const half alphaPrecision = half(0xff); const half invAlphaPrecision = half(1.0 / alphaPrecision); IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision; UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); //Overlay half4 foregroundColor = tex2D(_MainTex, IN.texcoord.xy) + _TextureSampleAdd; half2 screenPos = IN.screenPos.xy / IN.screenPos.w; half2 blurTexcoord = CropUV(screenPos, _CropRegion); half3 backgroundColor = SAMPLE_SCREEN_TEX(_BlurTex, blurTexcoord).rgb; //saturate help keep color in range //Exclusion blend backgroundColor = saturate(backgroundColor + (.5 - backgroundColor) * _Flatten); //Vibrancy backgroundColor = saturate(lerp(LinearRgbToLuminance(backgroundColor), backgroundColor, _Vibrancy)); //Brightness backgroundColor = saturate(backgroundColor + _Brightness); //Alpha blend with backgroundColor half4 color = half4( lerp(backgroundColor, foregroundColor.rgb, IN.extraData[0]), foregroundColor.a ); color *= IN.color; #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif color.rgb += noise(screenPos.xy * _ScreenParams.xy) * 1. / 255.; color.rgb *= color.a; return color; } ENDCG } } CustomEditor "LeTai.Asset.TranslucentImage.Editor.TranslucentImageShaderGUI" }