udpate 0.6.2

This commit is contained in:
2026-07-13 11:44:25 +08:00
parent 923ce1f60d
commit 155641f2ef
87 changed files with 4491 additions and 24 deletions
+4 -1
View File
@@ -8,7 +8,9 @@ Material:
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Shader "XericLibrary/BluePrint/BlueprintBackgound_GridLine"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
_Transform( "Transform", Vector ) = ( 10, 10, 0, 0 )
_GridOverlayPower( "Grid Overlay Power", Float ) = 5
_GridColor( "Grid Color", Color ) = ( 1, 1, 1, 1 )
_GridLineThreshold( "Grid Line Threshold ", Range( 0, 1 ) ) = 0.9888518
_GridBackgroundColor( "Grid Background Color", Color ) = ( 0, 0, 0, 1 )
_GridExp( "Grid Exp", Range( 0.001, 1 ) ) = 0.001
_LodTransthd( "Lod Trans thd", Float ) = 30
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19908
#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
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float4 _GridBackgroundColor;
uniform float4 _GridColor;
uniform float _GridLineThreshold;
uniform float4 _Transform;
uniform float _LodTransthd;
uniform float _GridOverlayPower;
uniform float _GridExp;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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 temp_cast_0 = (_GridLineThreshold).xxxx;
float2 texCoord2 = IN.texcoord.xy * (_Transform).xy + (_Transform).zw;
float2 temp_output_62_0 = fwidth( texCoord2 );
float4 appendResult73 = (float4(temp_output_62_0 , temp_output_62_0));
float4 temp_cast_1 = (1.0).xxxx;
float2 temp_cast_2 = (0.5).xx;
float smoothstepResult95 = smoothstep( -0.8 , 1.0 , ( ( max( _Transform.x, _Transform.y ) - _LodTransthd ) / _LodTransthd ));
float2 lerpResult94 = lerp( frac( texCoord2 ) , temp_cast_2 , smoothstepResult95);
float4 appendResult5 = (float4(lerpResult94 , frac( ( texCoord2 / _GridOverlayPower ) )));
float temp_output_85_0 = ( 0.5 * 1.1 );
float4 appendResult83 = (float4(0.5 , 0.5 , temp_output_85_0 , temp_output_85_0));
float4 smoothstepResult33 = smoothstep( ( _ScreenParams.z * ( temp_cast_0 - appendResult73 ) ) , temp_cast_1 , ( abs( ( appendResult5 + -0.5 ) ) / appendResult83 ));
float4 break35 = smoothstepResult33;
float4 lerpResult46 = lerp( _GridBackgroundColor , _GridColor , saturate( pow( ( break35.x + break35.y + break35.z + break35.w ) , _GridExp ) ));
half4 color = lerpResult46;
#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
}
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Shader "XUIDotBasic"
{
Properties
@@ -128,9 +127,9 @@ Shader "XUIDotBasic"
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;
@@ -1,4 +1,5 @@
Shader "XUIBasic"
{
Properties
@@ -143,9 +144,9 @@ Shader "XUIBasic"
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;
@@ -1,4 +1,5 @@
Shader "XericLibrary/UIGraph/XericUICurve"
{
Properties
@@ -129,9 +130,9 @@ Shader "XericLibrary/UIGraph/XericUICurve"
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;
@@ -1,4 +1,5 @@
Shader "XericLibrary/UIGraph/UILineRender"
{
Properties
@@ -121,9 +122,9 @@ Shader "XericLibrary/UIGraph/UILineRender"
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;
@@ -1,4 +1,5 @@
Shader "XericLibrary/UIGraph/UIPattern"
{
Properties
@@ -121,7 +122,7 @@ Shader "XericLibrary/UIGraph/UIPattern"
OUT.ase_texcoord3.xy = v.ase_texcoord2.xy;
OUT.ase_tangent = v.ase_tangent;
//setting value to unused interpolator channels and avoid initialization warnings
OUT.ase_texcoord3.zw = 0;
v.vertex.xyz += float3( 0, 0, 0 ) ;
@@ -144,9 +145,9 @@ Shader "XericLibrary/UIGraph/UIPattern"
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.
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IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
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