udpate 0.6.2
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@@ -8,7 +8,9 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: UISelectionBoxDraw
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m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
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m_Shader: {fileID: -6465566751694194690, guid: 7da14d69552d5a64791f8abd5e98dc5b, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords:
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- _BUILTIN_SURFACE_TYPE_TRANSPARENT
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@@ -18,6 +20,7 @@ Material:
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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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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