修复shader guid 冲突报错

This commit is contained in:
2026-07-03 11:28:32 +08:00
parent 6d79ad50fd
commit e29a5178b7
6 changed files with 133 additions and 293 deletions
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9835f93bdfeb1304ca57bf9d95a2023f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,57 @@
//Reduced code from "Legacy Shaders/Particles/Alpha Blended Premultiply": Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "DrawXXL/meshLines" {
Properties {
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return i.color * i.color.a;
}
ENDCG
}
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 1b840b32ff140044cbe24edf0fea80a5
guid: 7b2886e515d69c7408d9755f6ce514ed
ShaderImporter:
externalObjects: {}
defaultTextures: []
@@ -0,0 +1,58 @@
//Reduced code from "Legacy Shaders/Particles/Alpha Blended Premultiply": Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "DrawXXL/meshLines_overlay" {
Properties {
}
Category {
Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend Off
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return i.color * i.color.a;
}
ENDCG
}
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: fd64df5d28b8dca4e952ed78c12ea976
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
-292
View File
@@ -1,292 +0,0 @@
// Made with Amplify Shader Editor v1.9.9.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "XUIBasic"
{
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
_CoordTransform( "CoordTransform", Vector ) = ( 1, 1, 0, 0 )
_CoordCenterv2( "CoordCenter(v2)", Vector ) = ( 0.5, 0.5, 0, 0 )
_CoordRotateAngle( "CoordRotateAngle", Float ) = 0
[KeywordEnum( Gradient,Polygon )] _ElementType( "Element Type", Float ) = 0
[KeywordEnum( Linear,Sin,Cos,Exponential )] _GradientType( "GradientType", Float ) = 0
_ExpNumber( "ExpNumber", Float ) = 1
_ColorA( "Color A", Color ) = ( 0, 1, 0.07612991, 1 )
_ColorB( "Color B", Color ) = ( 1, 0, 0, 1 )
_PolygonSides( "PolygonSides", Float ) = 5
_PolygonSizev2( "PolygonSize(v2)", Vector ) = ( 0.5, 0.5, 0, 0 )
[KeywordEnum( Normal,Mode,ABS )] _CoordRange( "CoordRange", Float ) = 0
}
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 19901
#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_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#pragma shader_feature_local _ELEMENTTYPE_GRADIENT _ELEMENTTYPE_POLYGON
#pragma shader_feature_local _GRADIENTTYPE_LINEAR _GRADIENTTYPE_SIN _GRADIENTTYPE_COS _GRADIENTTYPE_EXPONENTIAL
#pragma shader_feature_local _COORDRANGE_NORMAL _COORDRANGE_MODE _COORDRANGE_ABS
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 _ColorA;
uniform float4 _ColorB;
uniform float4 _CoordTransform;
uniform float2 _CoordCenterv2;
uniform float _CoordRotateAngle;
uniform float _ExpNumber;
uniform float2 _PolygonSizev2;
uniform float _PolygonSides;
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 texCoord1 = IN.texcoord.xy * (_CoordTransform).xy + (_CoordTransform).zw;
float cos2 = cos( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) );
float sin2 = sin( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) );
float2 rotator2 = mul( texCoord1 - _CoordCenterv2 , float2x2( cos2 , -sin2 , sin2 , cos2 )) + _CoordCenterv2;
float2 temp_output_2_0_g3 = rotator2;
float2 temp_output_3_0_g3 = float2( 1,1 );
float2 temp_output_1_0_g3 = ( temp_output_2_0_g3 % temp_output_3_0_g3 );
float2 temp_output_6_0_g3 = saturate( sign( temp_output_2_0_g3 ) );
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);
#if defined( _COORDRANGE_NORMAL )
float2 staticSwitch26 = rotator2;
#elif defined( _COORDRANGE_MODE )
float2 staticSwitch26 = lerpResult4_g3;
#elif defined( _COORDRANGE_ABS )
float2 staticSwitch26 = abs( rotator2 );
#else
float2 staticSwitch26 = rotator2;
#endif
float temp_output_18_0 = (staticSwitch26).x;
#if defined( _GRADIENTTYPE_LINEAR )
float staticSwitch13 = temp_output_18_0;
#elif defined( _GRADIENTTYPE_SIN )
float staticSwitch13 = sin( temp_output_18_0 );
#elif defined( _GRADIENTTYPE_COS )
float staticSwitch13 = cos( temp_output_18_0 );
#elif defined( _GRADIENTTYPE_EXPONENTIAL )
float staticSwitch13 = pow( temp_output_18_0 , _ExpNumber );
#else
float staticSwitch13 = temp_output_18_0;
#endif
float temp_output_2_0_g4 = _PolygonSides;
float cosSides12_g4 = cos( ( UNITY_PI / temp_output_2_0_g4 ) );
float2 appendResult18_g4 = (float2(( _PolygonSizev2.x * cosSides12_g4 ) , ( _PolygonSizev2.y * cosSides12_g4 )));
float2 break23_g4 = ( (staticSwitch26*2.0 + -1.0) / appendResult18_g4 );
float polarCoords30_g4 = atan2( break23_g4.x , -break23_g4.y );
float temp_output_52_0_g4 = ( 6.28318548202515 / temp_output_2_0_g4 );
float2 appendResult25_g4 = (float2(break23_g4.x , -break23_g4.y));
float2 finalUVs29_g4 = appendResult25_g4;
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 ) );
#if defined( _ELEMENTTYPE_GRADIENT )
float staticSwitch11 = staticSwitch13;
#elif defined( _ELEMENTTYPE_POLYGON )
float staticSwitch11 = saturate( ( ( 1.0 - temp_output_44_0_g4 ) / fwidth( temp_output_44_0_g4 ) ) );
#else
float staticSwitch11 = staticSwitch13;
#endif
float4 lerpResult14 = lerp( _ColorA , _ColorB , staticSwitch11);
float4 appendResult7 = (float4(lerpResult14));
half4 color = appendResult7;
#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
}
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