Fix shader
parent
0fbc369af2
commit
3ca5e225ce
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@ -2,7 +2,7 @@
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{
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{
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Properties
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Properties
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{
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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@ -12,8 +12,7 @@
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_StencilReadMask ("Stencil Read 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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_ColorMask ("Color Mask", Float) = 15
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_ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767)
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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}
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SubShader
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SubShader
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@ -40,68 +39,60 @@
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Lighting Off
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Lighting Off
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ZWrite Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha One
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Fog { Mode Off }
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Blend One One
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ColorMask [_ColorMask]
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ColorMask [_ColorMask]
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Pass
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Pass
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{
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{
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Name "Default"
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CGPROGRAM
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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struct appdata_t
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{
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{
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct v2f
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struct v2f
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{
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{
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float4 vertex : SV_POSITION;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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sampler2D _MainTex;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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float4 _ClipRect;
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v2f vert(appdata_t v)
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v2f vert(appdata_t IN)
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{
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{
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v2f OUT;
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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OUT.worldPosition = IN.vertex;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.worldPosition = v.vertex;
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OUT.texcoord = IN.texcoord;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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#endif
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OUT.color = IN.color * _Color;
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OUT.color = v.color * _Color;
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return OUT;
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return OUT;
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}
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}
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fixed4 frag(v2f IN) : SV_Target
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fixed4 frag(v2f IN) : SV_Target
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{
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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color.rgb *= color.a;
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#ifdef UNITY_UI_ALPHACLIP
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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clip (color.a - 0.01);
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#endif
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#endif
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return color;
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return color;
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}
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}
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ENDCG
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ENDCG
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