udpate 0.6.2
This commit is contained in:
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ea72d510e84667c46831c1387dd88327
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@@ -0,0 +1,183 @@
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Shader "XericLibrary/BluePrint/BlueprintBackgound_GridLine"
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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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_Transform( "Transform", Vector ) = ( 10, 10, 0, 0 )
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_GridOverlayPower( "Grid Overlay Power", Float ) = 5
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_GridColor( "Grid Color", Color ) = ( 1, 1, 1, 1 )
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_GridLineThreshold( "Grid Line Threshold ", Range( 0, 1 ) ) = 0.9888518
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_GridBackgroundColor( "Grid Background Color", Color ) = ( 0, 0, 0, 1 )
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_GridExp( "Grid Exp", Range( 0.001, 1 ) ) = 0.001
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_LodTransthd( "Lod Trans thd", Float ) = 30
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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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#include "UnityShaderVariables.cginc"
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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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uniform float4 _GridBackgroundColor;
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uniform float4 _GridColor;
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uniform float _GridLineThreshold;
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uniform float4 _Transform;
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uniform float _LodTransthd;
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uniform float _GridOverlayPower;
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uniform float _GridExp;
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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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float4 temp_cast_0 = (_GridLineThreshold).xxxx;
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float2 texCoord2 = IN.texcoord.xy * (_Transform).xy + (_Transform).zw;
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float2 temp_output_62_0 = fwidth( texCoord2 );
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float4 appendResult73 = (float4(temp_output_62_0 , temp_output_62_0));
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float4 temp_cast_1 = (1.0).xxxx;
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float2 temp_cast_2 = (0.5).xx;
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float smoothstepResult95 = smoothstep( -0.8 , 1.0 , ( ( max( _Transform.x, _Transform.y ) - _LodTransthd ) / _LodTransthd ));
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float2 lerpResult94 = lerp( frac( texCoord2 ) , temp_cast_2 , smoothstepResult95);
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float4 appendResult5 = (float4(lerpResult94 , frac( ( texCoord2 / _GridOverlayPower ) )));
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float temp_output_85_0 = ( 0.5 * 1.1 );
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float4 appendResult83 = (float4(0.5 , 0.5 , temp_output_85_0 , temp_output_85_0));
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float4 smoothstepResult33 = smoothstep( ( _ScreenParams.z * ( temp_cast_0 - appendResult73 ) ) , temp_cast_1 , ( abs( ( appendResult5 + -0.5 ) ) / appendResult83 ));
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float4 break35 = smoothstepResult33;
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float4 lerpResult46 = lerp( _GridBackgroundColor , _GridColor , saturate( pow( ( break35.x + break35.y + break35.z + break35.w ) , _GridExp ) ));
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half4 color = lerpResult46;
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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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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 2571bd49141e8ec429a8c3ec86b5da5b
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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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@@ -0,0 +1,51 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BlueprintBackgound_GridLine
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m_Shader: {fileID: 4800000, guid: 2571bd49141e8ec429a8c3ec86b5da5b, type: 3}
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m_Parent: {fileID: 0}
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_Ints: []
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m_Floats:
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- _ColorMask: 15
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- _Float2: 0.95
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- _Float3: 1
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- _GridExp: 0.001
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- _GridLineThreshold: 0.98
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- _GridOverlayPower: 5
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- _OverlayerMult: 1
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- _Stencil: 0
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- _StencilComp: 8
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- _StencilReadMask: 255
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- _StencilWriteMask: 255
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- _UseUIAlphaClip: 0
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _GridBackgroundColor: {r: 0, g: 0, b: 0, a: 1}
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- _GridColor: {r: 1, g: 1, b: 1, a: 1}
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- _Transform: {r: 19.2, g: 10.8, b: -0, a: -0}
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@@ -0,0 +1,8 @@
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m_TexEnvs:
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@@ -1,4 +1,3 @@
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Shader "XUIDotBasic"
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{
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Properties
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@@ -128,9 +127,9 @@ Shader "XUIDotBasic"
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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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@@ -1,4 +1,5 @@
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Shader "XUIBasic"
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{
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Properties
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@@ -143,9 +144,9 @@ Shader "XUIBasic"
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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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@@ -1,4 +1,5 @@
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Shader "XericLibrary/UIGraph/XericUICurve"
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{
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Properties
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@@ -129,9 +130,9 @@ Shader "XericLibrary/UIGraph/XericUICurve"
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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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@@ -1,4 +1,5 @@
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Shader "XericLibrary/UIGraph/UILineRender"
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{
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Properties
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@@ -121,9 +122,9 @@ Shader "XericLibrary/UIGraph/UILineRender"
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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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@@ -1,4 +1,5 @@
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Shader "XericLibrary/UIGraph/UIPattern"
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{
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Properties
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@@ -121,7 +122,7 @@ Shader "XericLibrary/UIGraph/UIPattern"
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OUT.ase_texcoord3.xy = v.ase_texcoord2.xy;
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OUT.ase_tangent = v.ase_tangent;
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//setting value to unused interpolator channels and avoid initialization warnings
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OUT.ase_texcoord3.zw = 0;
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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@@ -144,9 +145,9 @@ Shader "XericLibrary/UIGraph/UIPattern"
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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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Reference in New Issue
Block a user