I have tried adding the name of the property to Animatable properties but it doesn't work because array isn't a valid case in AnimatableProperty.UpdateMaterialProperties function.
Shader "UI/4Color"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _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
_AlphaClip("_AlphaClip", Range(0, 1)) = 0.001
// BLENDING MODE
[Enum(UnityEngine.Rendering.BlendMode)] _SrcMode ("SrcMode", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _DstMode ("DstMode", Float) = 10
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("BlendOp", Float) = 0
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
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 One OneMinusSrcAlpha
ColorMask [_ColorMask]
Blend [_SrcMode] [_DstMode]
BlendOp [_BlendOp]
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
// #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#pragma shader_feature CALCULATE_IN_VERT
#pragma shader_feature USE_DITHER
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float4 mask : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
half4 _MainTex_ST;
half4 _Color;
half4 _TextureSampleAdd;
float4 _ClipRect;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float _AlphaClip;
#define LENGTH 4
float4 _Color2[LENGTH];
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = TransformObjectToHClip(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
OUT.screenPos = ComputeScreenPos(OUT.vertex);
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
half4 frag(v2f IN) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
half4 color = IN.color * (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.texcoord) + _TextureSampleAdd);
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
// #ifdef UNITY_UI_ALPHACLIP
clip (color.a - _AlphaClip);
// #endif
color.rgb = _Color2[floor(color.r*LENGTH-0.01)].rgb;
return color;
}
ENDHLSL
}
}
}
To Reproduce
Steps to reproduce the behavior:
I have tried adding the name of the property to Animatable properties but it doesn't work because array isn't a valid case in AnimatableProperty.UpdateMaterialProperties function.
See below for my shader code which posterizes input into 4 colors: