Files
daluandou/Assets/Shader/UIGoldText.shader
T
huadexuan 48395ab414 ```
feat(gameplay): 实现护盾系统和强化增益选择机制

- 新增护盾功能,包括护盾数值显示和护盾条UI
- 重构盾卫技能,实现坚固壁垒技能效果
- 添加暴击率、吸血率等战斗属性
- 优化增益选择界面,新增传奇品质和刷新机制
- 调整材质纹理和文字着色器效果
- 修复金币显示格式问题
```
2026-10-09 18:13:18 +08:00

113 lines
3.3 KiB
Plaintext

Shader "UI/GoldTextGradient"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_TopColor ("Top Color (White)", Color) = (1.0, 0.98, 0.95, 1.0)
_MiddleColor ("Middle Color (Light Gold)", Color) = (1.0, 0.82, 0.4, 1.0)
_BottomColor ("Bottom Color (Amber Gold)", Color) = (0.82, 0.5, 0.1, 1.0)
_MidPoint ("Gradient Mid Point", Range(0.1, 0.9)) = 0.35
_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
}
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"
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 _TopColor;
fixed4 _MiddleColor;
fixed4 _BottomColor;
float _MidPoint;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TextureSampleAdd;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
float y = saturate(IN.texcoord.y);
fixed4 gradColor;
if (y > _MidPoint)
{
float t = (y - _MidPoint) / (1.0 - _MidPoint);
gradColor = lerp(_MiddleColor, _TopColor, t);
}
else
{
float t = y / _MidPoint;
gradColor = lerp(_BottomColor, _MiddleColor, t);
}
OUT.color = IN.color * _Color * gradColor;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
return color;
}
ENDCG
}
}
}