udpate 0.6.2
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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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