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
@@ -0,0 +1,47 @@
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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]
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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;
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{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
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float4 mask : TEXCOORD2;
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float4 ase_texcoord3 : TEXCOORD3;
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sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float _EdgeStep;
uniform float _EdgeStepRange;
uniform float _EdgeExp;
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{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.color = v.color * _Color;
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{
//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.
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
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#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
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}
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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float4 vertex : POSITION;
float4 color : COLOR;
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float4 vertex : SV_POSITION;
fixed4 color : COLOR;
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fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
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{
v2f OUT;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = vPosition;
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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);
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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);
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float4 appendResult3 = (float4(texCoord1 , 0.0 , 1.0));
half4 color = appendResult3;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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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
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LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ReadMask [_StencilReadMask]
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Comp [_StencilComp]
Pass [_StencilOp]
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ZTest [unity_GUIZTestMode]
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ColorMask [_ColorMask]
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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;
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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);
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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)));
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
}
}
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