// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UsayaLib/UGUI/LerpTexture" { Properties { _MainTex ("Main Sprite Texture", 2D) = "white" {} _SubTex ("Sub Sprite Texture", 2D) = "white" {} _TexLerp ("Texture Lerp", Range (0.0, 1.0)) = 0 _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 _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] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; v2f vert(appdata_t IN){ v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1); #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; sampler2D _SubTex; float _TexLerp; fixed4 frag(v2f IN) : SV_Target { half4 color = ((tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color * (1.0 - _TexLerp)) + ((tex2D(_SubTex, IN.texcoord) + _TextureSampleAdd) * IN.color * _TexLerp); color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } }