Archived
改进ui多边形渲染组件功能。
改进渲染器基类流程。 改进多边形shader逻辑。
This commit is contained in:
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@@ -0,0 +1,166 @@
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// Made with Amplify Shader Editor v1.9.9.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "XericLibrary/UILine/UILineRender"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#define ASE_VERSION 19908
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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v2f vert(appdata_t v )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = v.texcoord;
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0/alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
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float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float4 appendResult3 = (float4(texCoord1 , 0.0 , 1.0));
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half4 color = appendResult3;
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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color.rgb *= color.a;
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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Fallback Off
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}
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Version=19908
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;0;-128,-128;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;12;XericLibrary/UILine/UILineRender;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;3;0;1;0
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WireConnection;0;0;3;0
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ASEEND*/
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//CHKSM=DE8DD19A3E7EFA6148EC2C70DC047F03DC773C59
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@@ -0,0 +1,43 @@
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--- !u!21 &2100000
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -0,0 +1,198 @@
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// Made with Amplify Shader Editor v1.9.9.8
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "XericLibrary/UILine/UIPattern"
|
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{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
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_Stencil ("Stencil ID", Float) = 0
|
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_StencilOp ("Stencil Operation", Float) = 0
|
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
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_StencilReadMask ("Stencil Read Mask", Float) = 255
|
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_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
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|
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_Thinkness( "Thinkness", Range( 0, 1 ) ) = 0.1
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_BorderColor( "Border Color", Color ) = ( 1, 1, 1, 1 )
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_FillColor( "Fill Color", Color ) = ( 0.6698113, 0.6698113, 0.6698113, 0.7803922 )
|
||||
|
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}
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SubShader
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{
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LOD 0
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|
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
|
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}
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|
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Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
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ColorMask [_ColorMask]
|
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|
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Pass
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{
|
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Name "Default"
|
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CGPROGRAM
|
||||
#define ASE_VERSION 19908
|
||||
|
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#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.5
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
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|
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#define ASE_NEEDS_TEXTURE_COORDINATES2
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struct appdata_t
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{
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float4 vertex : POSITION;
|
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float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 ase_texcoord2 : TEXCOORD2;
|
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};
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struct v2f
|
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{
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float4 vertex : SV_POSITION;
|
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fixed4 color : COLOR;
|
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float2 texcoord : TEXCOORD0;
|
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float4 worldPosition : TEXCOORD1;
|
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float4 mask : TEXCOORD2;
|
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UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
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};
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|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
|
||||
uniform float4 _FillColor;
|
||||
uniform float4 _BorderColor;
|
||||
uniform float _Thinkness;
|
||||
|
||||
|
||||
v2f vert(appdata_t v )
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.ase_texcoord3 = v.ase_texcoord2;
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = vPosition;
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
OUT.texcoord = v.texcoord;
|
||||
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;
|
||||
}
|
||||
|
||||
fixed4 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;
|
||||
|
||||
float4 texCoord4 = IN.ase_texcoord3;
|
||||
texCoord4.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float temp_output_18_0 = saturate( ( ( ( _Thinkness - ( 1.0 - texCoord4.z ) ) / _Thinkness ) * 100.0 ) );
|
||||
float4 lerpResult19 = lerp( _FillColor , _BorderColor , temp_output_18_0);
|
||||
|
||||
|
||||
half4 color = lerpResult19;
|
||||
|
||||
#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 - 0.001);
|
||||
#endif
|
||||
|
||||
color.rgb *= color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "AmplifyShaderEditor.MaterialInspector"
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19908
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;4;-640,-384;Inherit;False;2;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-288,-176;Inherit;False;Property;_Thinkness;Thinkness;0;0;Create;True;0;0;0;False;0;False;0.1;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;13;-256,-368;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;-96,-384;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;15;113.2046,-377.9782;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;17;256,-240;Inherit;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;0;False;0;False;100;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;16;256,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;416,-384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;21;480,-592;Inherit;False;Property;_FillColor;Fill Color;2;0;Create;True;0;0;0;False;0;False;0.6698113,0.6698113,0.6698113,0.7803922;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;20;480,-96;Inherit;False;Property;_BorderColor;Border Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;784,-384;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;864,-160;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;22;176,-592;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;0;1008,-368;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;12;XericLibrary/UILine/UIPattern;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
|
||||
WireConnection;13;0;4;3
|
||||
WireConnection;14;0;2;0
|
||||
WireConnection;14;1;13;0
|
||||
WireConnection;15;0;14;0
|
||||
WireConnection;15;1;2;0
|
||||
WireConnection;16;0;15;0
|
||||
WireConnection;16;1;17;0
|
||||
WireConnection;18;0;16;0
|
||||
WireConnection;19;0;21;0
|
||||
WireConnection;19;1;20;0
|
||||
WireConnection;19;2;18;0
|
||||
WireConnection;6;0;18;0
|
||||
WireConnection;22;0;4;1
|
||||
WireConnection;22;1;4;2
|
||||
WireConnection;22;2;4;3
|
||||
WireConnection;0;0;19;0
|
||||
ASEEND*/
|
||||
//CHKSM=0563E16505FEE01A149F7DEE4B80FAB154BB7859
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 93c66aea56a128b49926a44aca851008
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user