2025-04-08 16:57:01 +02:00

38 lines
976 B
HLSL

struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // set from Image component property
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = v.color;
if (_UIVertexColorAlwaysGammaSpace)
if(!IsGammaSpace())
o.color = float4(UIGammaToLinear(o.color.xyz), o.color.w);
return o;
}
inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
fixed4 col = mainTexColor * color;
col.a = min(col.a, sdfAlpha);
return col;
}