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BABA_YAGA/Packages/app.rive.rive-unity/Runtime/Shaders/Resources/RiveUIDefault.shader
2026-05-19 17:39:03 +07:00

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Shader "Rive/UI/Default"
{
Properties
{
// Standard UI/Main texture (per renderer)
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
// Stencil properties so Mask / RectMask2D work
[PerRendererData] _StencilComp ("Stencil Comparison", Float) = 8
[PerRendererData] _Stencil ("Stencil ID", Float) = 0
[PerRendererData] _StencilOp ("Stencil Operation", Float) = 0
[PerRendererData] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[PerRendererData] _StencilReadMask ("Stencil Read Mask", Float) = 255
// Color mask / alpha clip for UI
[PerRendererData] _ColorMask ("Color Mask", Float) = 15
[PerRendererData] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
// Stencil setup used by Mask / RectMask2D
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
Cull Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
Pass
{
Name "RiveGammaDecodeUI"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; // used for RectMask2D
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float4 _ClipRect;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
half4 frag (v2f i) : SV_Target
{
// Sample texture
half4 tex = tex2D(_MainTex, i.texcoord);
// Rive renders premultiplied alpha into the render texture.
// Convert to linear in un-premultiplied space, then premultiply again.
#if !defined(UNITY_COLORSPACE_GAMMA)
if (tex.a > 0.0h)
{
half3 unpremultiplied = tex.rgb / tex.a;
tex.rgb = GammaToLinearSpace(unpremultiplied) * tex.a;
}
#endif
// Preserve premultiplied alpha when Unity UI applies tint/CanvasGroup alpha.
half4 color;
color.a = tex.a * i.color.a;
color.rgb = tex.rgb * i.color.rgb * i.color.a;
// RectMask2D clipping
// we scale both RGB and A to keep premultiplied invariant
#ifdef UNITY_UI_CLIP_RECT
half clipFactor = UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
color *= clipFactor;
#endif
// Optional alpha clipping for masking
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
Fallback "UI/Default"
}