Last active
January 20, 2019 12:45
-
-
Save unitycoder/0a8f82d685d78769074d246e8e286932 to your computer and use it in GitHub Desktop.
UpdateShaders in Editor
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
Shader "Hidden/Internal-GUITextureClipText" | |
{ | |
Properties { _MainTex ("Texture", 2D) = "white" {} } | |
CGINCLUDE | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float2 clipUV : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
sampler2D _MainTex; | |
sampler2D _GUIClipTexture; | |
uniform float4 _MainTex_ST; | |
uniform fixed4 _Color; | |
uniform float4x4 unity_GUIClipTextureMatrix; | |
uniform fixed4 _editorColor2; | |
v2f vert (appdata_t v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
float3 eyePos = UnityObjectToViewPos(v.vertex); | |
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); | |
// o.color = v.color * _Color; | |
o.color = fixed4(_editorColor2.rgb,v.color.a); | |
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = i.color; | |
col.a *= tex2D(_MainTex, i.texcoord).a * tex2D(_GUIClipTexture, i.clipUV).a; | |
return col; | |
} | |
ENDCG | |
SubShader { | |
Tags { "ForceSupported" = "True" } | |
Lighting Off | |
Blend SrcAlpha OneMinusSrcAlpha, One One | |
Cull Off | |
ZWrite Off | |
ZTest Always | |
Pass { | |
CGPROGRAM | |
ENDCG | |
} | |
} | |
SubShader { | |
Tags { "ForceSupported" = "True" } | |
Lighting Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Cull Off | |
ZWrite Off | |
ZTest Always | |
Pass { | |
CGPROGRAM | |
ENDCG | |
} | |
} | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
[ExecuteInEditMode] | |
public class UpdateShaders : MonoBehaviour | |
{ | |
void OnDrawGizmos() | |
{ | |
Debug.Log("SkinMode : Pro9000"); | |
Shader.SetGlobalColor("_editorColor", Random.ColorHSV(0, 1, 0, 1, 0, 1, 1, 1)); | |
Shader.SetGlobalColor("_editorColor2", Random.ColorHSV(0, 1, 0, 1, 0, 1, 1, 1)); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment