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
@@ -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.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;