update 0.6.1

This commit is contained in:
2026-07-09 17:08:14 +08:00
parent 97d41a1385
commit 53d8d539a3
89 changed files with 4486 additions and 241 deletions
+8
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Shader "XUIDotBasic"
{
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
_BackgroundColor( "BackgroundColor", Color ) = ( 1, 1, 1, 0 )
_Radius( "Radius", Range( 0, 1 ) ) = 0.5
_RectSize( "RectSize", Range( 0, 1 ) ) = 1
}
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
#define ASE_NEEDS_FRAG_COLOR
#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 _BackgroundColor;
uniform float _RectSize;
uniform float _Radius;
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;
float2 texCoord3 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_2_0_g2 = _RectSize;
float temp_output_3_0_g2 = _RectSize;
float2 appendResult21_g2 = (float2(temp_output_2_0_g2 , temp_output_3_0_g2));
float Radius25_g2 = max( min( min( abs( ( _Radius * 2 ) ), abs( temp_output_2_0_g2 ) ), abs( temp_output_3_0_g2 ) ), 1E-05 );
float temp_output_30_0_g2 = ( length( max( ( ( abs( (texCoord3*2.0 + -1.0) ) - appendResult21_g2 ) + Radius25_g2 ), 0.0 ) ) / Radius25_g2 );
float temp_output_23_0 = saturate( ( ( 1.0 - temp_output_30_0_g2 ) / fwidth( temp_output_30_0_g2 ) ) );
float4 lerpResult7 = lerp( _BackgroundColor , IN.color , temp_output_23_0);
half4 color = lerpResult7;
#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
}
@@ -1,5 +1,4 @@
// Made with Amplify Shader Editor v1.9.9.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "XUIBasic"
{
Properties
@@ -222,71 +221,4 @@ Shader "XUIBasic"
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
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@@ -0,0 +1,167 @@
Shader "XericLibrary/UIGraph/XericUICurve"
{
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
_EdgeExp( "Edge Exp", Range( 0.001, 1 ) ) = 0.8671591
_EdgeStep( "Edge Step", Range( 0, 1 ) ) = 0
_EdgeStepRange( "Edge Step Range", Range( 0, 0.5 ) ) = 0.1
}
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 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_TEXTURE_COORDINATES2
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord2 : TEXCOORD2;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord3 : TEXCOORD3;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float _EdgeStep;
uniform float _EdgeStepRange;
uniform float _EdgeExp;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.ase_texcoord3 = v.ase_texcoord2;
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;
float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float smoothstepResult24 = smoothstep( ( _EdgeStep - ( _EdgeStepRange * 2.0 ) ) , ( _EdgeStep + _EdgeStepRange ) , sin( ( texCoord1.x * UNITY_PI ) ));
float4 texCoord8 = IN.ase_texcoord3;
texCoord8.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float4 lerpResult19 = lerp( IN.color , ( IN.color * pow( saturate( smoothstepResult24 ) , _EdgeExp ) ) , texCoord8.x);
half4 color = lerpResult19;
#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
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ed13c09bee4e83848ad102719497b140
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@@ -1,6 +1,5 @@
// Made with Amplify Shader Editor v1.9.9.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "XUIDotBasic"
Shader "XericLibrary/UIGraph/UILineRender"
{
Properties
{
@@ -48,7 +47,7 @@ Shader "XUIDotBasic"
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19901
#define ASE_VERSION 19908
#pragma vertex vert
#pragma fragment frag
@@ -60,7 +59,9 @@ Shader "XUIDotBasic"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct appdata_t
{
@@ -127,10 +128,11 @@ Shader "XUIDotBasic"
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
float4 appendResult2 = (float4(0.0 , 0.0 , 0.0 , 1.0));
float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 appendResult3 = (float4(texCoord1 , 0.0 , 1.0));
half4 color = appendResult2;
half4 color = appendResult3;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
@@ -151,12 +153,4 @@ Shader "XUIDotBasic"
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
/*ASEBEGIN
Version=19901
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-256,0;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;-1024,-128;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;0;0,0;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;3;XUIDotBasic;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
WireConnection;0;0;2;0
ASEEND*/
//CHKSM=2D7C452CAA9F9AC9B28539E122A9F5072E3B0DC3
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,192 @@
Shader "XericLibrary/UIGraph/UIPattern"
{
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
_BorderColorAlpha( "BorderColorAlpha", Range( -0.1, 1 ) ) = 1
_BorderThinkness( "Border Thinkness", Range( 0.001, 1 ) ) = 1
_BorderExp( "Border Exp", Range( 0.001, 1 ) ) = 0.001
_BackGroundColorAlpha( "BackGroundColorAlpha", Range( -0.1, 1 ) ) = 0
_ContentThinkness( "Content Thinkness", Range( 0.001, 1 ) ) = 1
_ContentExp( "Content Exp", Range( 0.001, 1 ) ) = 0.001
}
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 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_FRAG_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_TEXTURE_COORDINATES2
#define ASE_NEEDS_FRAG_TANGENT
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
float3 ase_normal : NORMAL;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
float3 ase_normal : NORMAL;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_tangent : TANGENT;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float _BackGroundColorAlpha;
uniform float _ContentThinkness;
uniform float _ContentExp;
uniform float _BorderColorAlpha;
uniform float _BorderThinkness;
uniform float _BorderExp;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.ase_normal = v.ase_normal;
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 ) ;
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 appendResult60 = (float4(IN.ase_normal , saturate( max( max( IN.ase_normal.x, IN.ase_normal.y ), IN.ase_normal.z ) )));
float4 appendResult43 = (float4(IN.ase_normal , _BackGroundColorAlpha));
float4 lerpResult50 = lerp( appendResult60 , appendResult43 , saturate( sign( ( _BackGroundColorAlpha + 0.001 ) ) ));
float4 Background_Color39 = lerpResult50;
float4 Center_Color40 = IN.color;
float2 texCoord4 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float lerpResult107 = lerp( texCoord4.x , 0.0 , texCoord4.y);
float4 lerpResult64 = lerp( Background_Color39 , Center_Color40 , pow( ( ( _ContentThinkness - lerpResult107 ) / _ContentThinkness ) , _ContentExp ));
float4 appendResult57 = (float4(IN.ase_tangent.xyz , saturate( max( max( IN.ase_tangent.xyz.x, IN.ase_tangent.xyz.y ), IN.ase_tangent.xyz.z ) )));
float4 appendResult44 = (float4(IN.ase_tangent.xyz , _BorderColorAlpha));
float4 lerpResult51 = lerp( appendResult57 , appendResult44 , saturate( sign( ( _BorderColorAlpha + 0.001 ) ) ));
float4 Border_Color41 = lerpResult51;
float lerpResult108 = lerp( 0.0 , texCoord4.x , texCoord4.y);
float4 lerpResult82 = lerp( Background_Color39 , Border_Color41 , pow( ( ( _BorderThinkness - lerpResult108 ) / _BorderThinkness ) , _BorderExp ));
float4 lerpResult109 = lerp( lerpResult64 , lerpResult82 , texCoord4.y);
half4 color = lerpResult109;
#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
}
@@ -0,0 +1,9 @@
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