update 0.6.1
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Shader "XericLibrary/UIGraph/UIPattern"
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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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_BorderColorAlpha( "BorderColorAlpha", Range( -0.1, 1 ) ) = 1
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_BorderThinkness( "Border Thinkness", Range( 0.001, 1 ) ) = 1
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_BorderExp( "Border Exp", Range( 0.001, 1 ) ) = 0.001
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_BackGroundColorAlpha( "BackGroundColorAlpha", Range( -0.1, 1 ) ) = 0
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_ContentThinkness( "Content Thinkness", Range( 0.001, 1 ) ) = 1
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_ContentExp( "Content Exp", Range( 0.001, 1 ) ) = 0.001
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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 19908
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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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_FRAG_NORMAL
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#define ASE_NEEDS_FRAG_COLOR
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#define ASE_NEEDS_TEXTURE_COORDINATES2
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#define ASE_NEEDS_FRAG_TANGENT
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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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float3 ase_normal : NORMAL;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 ase_tangent : TANGENT;
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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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float3 ase_normal : NORMAL;
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_tangent : TANGENT;
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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 float _BackGroundColorAlpha;
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uniform float _ContentThinkness;
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uniform float _ContentExp;
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uniform float _BorderColorAlpha;
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uniform float _BorderThinkness;
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uniform float _BorderExp;
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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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OUT.ase_normal = v.ase_normal;
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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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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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float4 appendResult60 = (float4(IN.ase_normal , saturate( max( max( IN.ase_normal.x, IN.ase_normal.y ), IN.ase_normal.z ) )));
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float4 appendResult43 = (float4(IN.ase_normal , _BackGroundColorAlpha));
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float4 lerpResult50 = lerp( appendResult60 , appendResult43 , saturate( sign( ( _BackGroundColorAlpha + 0.001 ) ) ));
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float4 Background_Color39 = lerpResult50;
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float4 Center_Color40 = IN.color;
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float2 texCoord4 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
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float lerpResult107 = lerp( texCoord4.x , 0.0 , texCoord4.y);
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float4 lerpResult64 = lerp( Background_Color39 , Center_Color40 , pow( ( ( _ContentThinkness - lerpResult107 ) / _ContentThinkness ) , _ContentExp ));
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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 ) )));
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float4 appendResult44 = (float4(IN.ase_tangent.xyz , _BorderColorAlpha));
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float4 lerpResult51 = lerp( appendResult57 , appendResult44 , saturate( sign( ( _BorderColorAlpha + 0.001 ) ) ));
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float4 Border_Color41 = lerpResult51;
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float lerpResult108 = lerp( 0.0 , texCoord4.x , texCoord4.y);
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float4 lerpResult82 = lerp( Background_Color39 , Border_Color41 , pow( ( ( _BorderThinkness - lerpResult108 ) / _BorderThinkness ) , _BorderExp ));
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float4 lerpResult109 = lerp( lerpResult64 , lerpResult82 , texCoord4.y);
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half4 color = lerpResult109;
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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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