update 0.6.5
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Shader "XericLibrary/UIGraph/XericUICurveProgress"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Progress Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_Tile ("Tile Count Along Path", Float) = 1
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_Scroll ("Scroll Speed (along +progress)", Float) = 0
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_ScrollPhase ("Scroll Phase", Range(0, 1)) = 0
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_Cutoff ("Progress Cutoff", Range(0, 1)) = 1
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_CutoffSoftness ("Cutoff Softness", Range(0, 0.5)) = 0.02
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_EdgeExp ("Edge Exp", Range(0.001, 1)) = 0.8671591
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_EdgeStep ("Edge Step", Range(0, 1)) = 0
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_EdgeStepRange ("Edge Step Range", Range(0, 0.5)) = 0.1
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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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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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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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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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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 uv0 : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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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 uv0 : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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float featherOn : TEXCOORD3;
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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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float4 _MainTex_ST;
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float4 _ClipRect;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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float _Tile;
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float _Scroll;
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float _ScrollPhase;
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float _Cutoff;
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float _CutoffSoftness;
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float _EdgeExp;
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float _EdgeStep;
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float _EdgeStepRange;
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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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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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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
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0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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OUT.uv0 = v.uv0;
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OUT.featherOn = v.uv1.x;
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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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// 与 UI 默认着色器同样的处理:把插值出来的 alpha 对齐到 1/256,
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// 否则预乘混合下容易抖
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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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// uv0.y 已经是"沿整条面片的进度",横向不重复,纵向按 _Tile 平铺并可随时间流动
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float2 sampleUV = float2(
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IN.uv0.x,
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IN.uv0.y * _Tile - _Time.y * _Scroll + _ScrollPhase);
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fixed4 tex = tex2D(_MainTex, sampleUV);
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float edge = smoothstep(
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_EdgeStep - _EdgeStepRange * 2.0,
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_EdgeStep + _EdgeStepRange,
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sin(IN.uv0.x * UNITY_PI));
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float4 color = lerp(IN.color, IN.color * pow(saturate(edge), _EdgeExp), IN.featherOn);
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color *= tex;
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float soft = max(_CutoffSoftness, 1e-4);
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color.a *= smoothstep(_Cutoff + soft, _Cutoff - soft, IN.uv0.y);
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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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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Fallback Off
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 6e11e3a532c926db17c9a5d958de6591
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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