Unity Rider UI Shader文件模板

首先打开设置,填入参数

新建时选择即可:

模板内容:

Shader "Custom_UI/$NAME$"
{
	$END$Properties
	{
	[PerRendererData]
	_MainTex ("Sprite Texture", 2D) = "white" {}
	[Header(Stencil)]
	_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
		    #pragma multi_compile _ UNITY_UI_ALPHACLIP
		    #include "UnityUI.cginc"
		    #include "UnityCG.cginc"
		    
		    fixed4 _TextureSampleAdd;
		    float4 _ClipRect;
		    
		    float4 _Color;
		    sampler2D _MainTex;

            struct av2
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
                half2 texcoord : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert(av2 v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(IN);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);

                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = v.texcoord;
                o.color = v.color;
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                half4 color = tex2D(_MainTex, i.texcoord) * i.color * _Color;
                return color;
            }
			ENDCG
		}
	}
}

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