Unity BuildinUIShader 拡張
こんな感じの見た目のUIImage表現ができます
ビルトインのUI-Defaultを拡張し、ノイズテクスチャを合成できるようにしています。
_EmissionX、_EmissionYでノイズテクスチャのスクロールスピードを調整。
_MultiplySubEmissionMapで多重スクロールを行うかハンドリングできます。
使用する場合はマテリアルでこのシェーダーを参照し、
Imageコンポーネントのマテリアルで参照させてください。
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/CustomDefault"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_EmissionTex("Emission Sprite Texture", 2D) = "white" {}
[HDR]_Color("Tint", Color) = (1,1,1,1)
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_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
_EmissionX("_Emission X", Float) = 0
_EmissionY("_Emission Y", Float) = 0
[Toggle]_MultiplySubEmissionMap("Mutiply Emission", Int) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlendAlpha("SrcBlendAlpha", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlendAlpha("DstBlendAlpha", Int) = 10
[Enum(UnityEngine.Rendering.BlendOp)]_BlendOp("BlendOp", Int) = 0
[Enum(UnityEngine.Rendering.BlendOp)]_BlendOpAlpha("BlendOpAlpha", Int) = 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
BlendOp[_BlendOp],[_BlendOpAlpha]
Blend[_SrcBlend][_DstBlend],[_SrcBlendAlpha][_DstBlendAlpha]
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _EmissionTex;
fixed4 _Color;
fixed4 _EmissionColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float4 _EmissionTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
float _EmissionX;
float _EmissionY;
int _UIVertexColorAlwaysGammaSpace;
int _MultiplySubEmissionMap;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace)
{
if (!IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 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;
half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
half4 emissionColor = tex2D(_EmissionTex, (IN.texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw) + half2(_EmissionX * _Time.y, _EmissionY * _Time.y)) * _EmissionColor;
emissionColor *= _MultiplySubEmissionMap ? tex2D(_EmissionTex, (IN.texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw) - half2(_EmissionX * _Time.y, _EmissionY * _Time.y)) : 1;
color.rgb += emissionColor.rgb;
color.a *= max(emissionColor.a, color.a);
#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 *= color.a;
return color;
}
ENDCG
}
}
}