1. UI 버튼 작업 했음 2. 칼, 방패 따로 붙이는 작업 헀음 3. 공격 모션에 이제 버튼 연동함 Todo 1. 공격시 화면 이상하게 흔들리는거 수정할 차례 2. 히트 박스 해서 몬스터 공격하는거 연동하기
132 lines
3.4 KiB
Plaintext
Executable File
132 lines
3.4 KiB
Plaintext
Executable File
Shader "TextMeshPro/Sprite"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Sprite Texture", 2D) = "white" {}
|
|
_Color ("Tint", Color) = (1,1,1,1)
|
|
|
|
_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
|
|
|
|
_CullMode ("Cull Mode", Float) = 0
|
|
_ColorMask ("Color Mask", Float) = 15
|
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
|
|
[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 [_CullMode]
|
|
Lighting Off
|
|
ZWrite Off
|
|
ZTest [unity_GUIZTestMode]
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
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 __ UNITY_UI_CLIP_RECT
|
|
#pragma multi_compile __ 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;
|
|
fixed4 _Color;
|
|
fixed4 _TextureSampleAdd;
|
|
float4 _ClipRect;
|
|
float4 _MainTex_ST;
|
|
float _UIMaskSoftnessX;
|
|
float _UIMaskSoftnessY;
|
|
int _UIVertexColorAlwaysGammaSpace;
|
|
|
|
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 /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
|
|
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
|
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
|
|
|
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
{
|
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
}
|
|
OUT.color = v.color * _Color;
|
|
return OUT;
|
|
}
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
|
|
|
#if UNITY_UI_CLIP_RECT
|
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
color *= m.x * m.y;
|
|
#endif
|
|
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip (color.a - 0.001);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|