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XericLibrary-WebGL-Publish/Resources/Material/Graph/UI/UI Graph/XericUICurveProgress.shader
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2026-09-30 08:56:49 +08:00

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Shader "XericLibrary/UIGraph/XericUICurveProgress"
{
Properties
{
[PerRendererData] _MainTex ("Progress Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Tile ("Tile Count Along Path", Float) = 1
_Scroll ("Scroll Speed (along +progress)", Float) = 0
_ScrollPhase ("Scroll Phase", Range(0, 1)) = 0
_Cutoff ("Progress Cutoff", Range(0, 1)) = 1
_CutoffSoftness ("Cutoff Softness", Range(0, 0.5)) = 0.02
_EdgeExp ("Edge Exp", Range(0.001, 1)) = 0.8671591
_EdgeStep ("Edge Step", Range(0, 1)) = 0
_EdgeStepRange ("Edge Step Range", Range(0, 0.5)) = 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]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#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 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv0 : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
float featherOn : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
float4 _ClipRect;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
float _Tile;
float _Scroll;
float _ScrollPhase;
float _Cutoff;
float _CutoffSoftness;
float _EdgeExp;
float _EdgeStep;
float _EdgeStepRange;
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);
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.uv0 = v.uv0;
OUT.featherOn = v.uv1.x;
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
// 与 UI 默认着色器同样的处理:把插值出来的 alpha 对齐到 1/256,
// 否则预乘混合下容易抖
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
// uv0.y 已经是"沿整条面片的进度",横向不重复,纵向按 _Tile 平铺并可随时间流动
float2 sampleUV = float2(
IN.uv0.x,
IN.uv0.y * _Tile - _Time.y * _Scroll + _ScrollPhase);
fixed4 tex = tex2D(_MainTex, sampleUV);
float edge = smoothstep(
_EdgeStep - _EdgeStepRange * 2.0,
_EdgeStep + _EdgeStepRange,
sin(IN.uv0.x * UNITY_PI));
float4 color = lerp(IN.color, IN.color * pow(saturate(edge), _EdgeExp), IN.featherOn);
color *= tex;
float soft = max(_CutoffSoftness, 1e-4);
color.a *= smoothstep(_Cutoff + soft, _Cutoff - soft, IN.uv0.y);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
Fallback Off
}