update 0.6.1
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Shader "XUIBasic"
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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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_CoordTransform( "CoordTransform", Vector ) = ( 1, 1, 0, 0 )
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_CoordCenterv2( "CoordCenter(v2)", Vector ) = ( 0.5, 0.5, 0, 0 )
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_CoordRotateAngle( "CoordRotateAngle", Float ) = 0
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[KeywordEnum( Gradient,Polygon )] _ElementType( "Element Type", Float ) = 0
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[KeywordEnum( Linear,Sin,Cos,Exponential )] _GradientType( "GradientType", Float ) = 0
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_ExpNumber( "ExpNumber", Float ) = 1
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_ColorA( "Color A", Color ) = ( 0, 1, 0.07612991, 1 )
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_ColorB( "Color B", Color ) = ( 1, 0, 0, 1 )
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_PolygonSides( "PolygonSides", Float ) = 5
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_PolygonSizev2( "PolygonSize(v2)", Vector ) = ( 0.5, 0.5, 0, 0 )
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[KeywordEnum( Normal,Mode,ABS )] _CoordRange( "CoordRange", Float ) = 0
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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 19901
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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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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#pragma shader_feature_local _ELEMENTTYPE_GRADIENT _ELEMENTTYPE_POLYGON
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#pragma shader_feature_local _GRADIENTTYPE_LINEAR _GRADIENTTYPE_SIN _GRADIENTTYPE_COS _GRADIENTTYPE_EXPONENTIAL
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#pragma shader_feature_local _COORDRANGE_NORMAL _COORDRANGE_MODE _COORDRANGE_ABS
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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 _ColorA;
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uniform float4 _ColorB;
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uniform float4 _CoordTransform;
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uniform float2 _CoordCenterv2;
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uniform float _CoordRotateAngle;
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uniform float _ExpNumber;
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uniform float2 _PolygonSizev2;
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uniform float _PolygonSides;
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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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float2 texCoord1 = IN.texcoord.xy * (_CoordTransform).xy + (_CoordTransform).zw;
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float cos2 = cos( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) );
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float sin2 = sin( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) );
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float2 rotator2 = mul( texCoord1 - _CoordCenterv2 , float2x2( cos2 , -sin2 , sin2 , cos2 )) + _CoordCenterv2;
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float2 temp_output_2_0_g3 = rotator2;
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float2 temp_output_3_0_g3 = float2( 1,1 );
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float2 temp_output_1_0_g3 = ( temp_output_2_0_g3 % temp_output_3_0_g3 );
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float2 temp_output_6_0_g3 = saturate( sign( temp_output_2_0_g3 ) );
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float2 lerpResult4_g3 = lerp( ( ( temp_output_1_0_g3 + temp_output_3_0_g3 ) % temp_output_3_0_g3 ) , temp_output_1_0_g3 , temp_output_6_0_g3);
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#if defined( _COORDRANGE_NORMAL )
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float2 staticSwitch26 = rotator2;
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#elif defined( _COORDRANGE_MODE )
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float2 staticSwitch26 = lerpResult4_g3;
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#elif defined( _COORDRANGE_ABS )
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float2 staticSwitch26 = abs( rotator2 );
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#else
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float2 staticSwitch26 = rotator2;
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#endif
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float temp_output_18_0 = (staticSwitch26).x;
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#if defined( _GRADIENTTYPE_LINEAR )
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float staticSwitch13 = temp_output_18_0;
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#elif defined( _GRADIENTTYPE_SIN )
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float staticSwitch13 = sin( temp_output_18_0 );
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#elif defined( _GRADIENTTYPE_COS )
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float staticSwitch13 = cos( temp_output_18_0 );
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#elif defined( _GRADIENTTYPE_EXPONENTIAL )
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float staticSwitch13 = pow( temp_output_18_0 , _ExpNumber );
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#else
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float staticSwitch13 = temp_output_18_0;
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#endif
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float temp_output_2_0_g4 = _PolygonSides;
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float cosSides12_g4 = cos( ( UNITY_PI / temp_output_2_0_g4 ) );
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float2 appendResult18_g4 = (float2(( _PolygonSizev2.x * cosSides12_g4 ) , ( _PolygonSizev2.y * cosSides12_g4 )));
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float2 break23_g4 = ( (staticSwitch26*2.0 + -1.0) / appendResult18_g4 );
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float polarCoords30_g4 = atan2( break23_g4.x , -break23_g4.y );
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float temp_output_52_0_g4 = ( 6.28318548202515 / temp_output_2_0_g4 );
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float2 appendResult25_g4 = (float2(break23_g4.x , -break23_g4.y));
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float2 finalUVs29_g4 = appendResult25_g4;
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float temp_output_44_0_g4 = ( cos( ( ( floor( ( 0.5 + ( polarCoords30_g4 / temp_output_52_0_g4 ) ) ) * temp_output_52_0_g4 ) - polarCoords30_g4 ) ) * length( finalUVs29_g4 ) );
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#if defined( _ELEMENTTYPE_GRADIENT )
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float staticSwitch11 = staticSwitch13;
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#elif defined( _ELEMENTTYPE_POLYGON )
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float staticSwitch11 = saturate( ( ( 1.0 - temp_output_44_0_g4 ) / fwidth( temp_output_44_0_g4 ) ) );
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#else
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float staticSwitch11 = staticSwitch13;
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#endif
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float4 lerpResult14 = lerp( _ColorA , _ColorB , staticSwitch11);
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float4 appendResult7 = (float4(lerpResult14));
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half4 color = appendResult7;
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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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