Moved Shader folder under a Resources folder to resolve UI Particle system and other shader issues.
Resolves #229release
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@ -1,69 +1,69 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/// Credit 00christian00
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/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030
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Shader "UI Extensions/UI Image Crop" {
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_XCrop ("X Crop", Range(0.0,1.0)) = 1
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_YCrop ("Y Crop", Range(0.0,1.0)) = 1
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}
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SubShader {
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ZWrite Off
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Tags
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{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0; //UV1 coord
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};
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uniform sampler2D _MainTex;
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float4 _MainTex_ST;
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uniform float _XCrop;
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uniform float _YCrop;
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v2f vert (v2f v)
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{
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v2f o;
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o.color=v.color;
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o.color.a=0.1;
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o.pos = UnityObjectToClipPos (v.pos);
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o.uv=TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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//return fixed4(0.25,0,0,1);
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i.color.a=step(i.uv.x,_XCrop);
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//I don't like the bottom up ordering,so I reverse it
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i.color.a=i.color.a*step(1-i.uv.y,_YCrop);
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return i.color * tex2D (_MainTex, i.uv);
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}
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ENDCG
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}
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}
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}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/// Credit 00christian00
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/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030
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Shader "UI Extensions/UI Image Crop" {
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_XCrop ("X Crop", Range(0.0,1.0)) = 1
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_YCrop ("Y Crop", Range(0.0,1.0)) = 1
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}
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SubShader {
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ZWrite Off
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Tags
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{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0; //UV1 coord
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};
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uniform sampler2D _MainTex;
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float4 _MainTex_ST;
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uniform float _XCrop;
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uniform float _YCrop;
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v2f vert (v2f v)
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{
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v2f o;
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o.color=v.color;
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o.color.a=0.1;
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o.pos = UnityObjectToClipPos (v.pos);
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o.uv=TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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//return fixed4(0.25,0,0,1);
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i.color.a=step(i.uv.x,_XCrop);
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//I don't like the bottom up ordering,so I reverse it
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i.color.a=i.color.a*step(1-i.uv.y,_YCrop);
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return i.color * tex2D (_MainTex, i.uv);
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}
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ENDCG
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}
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}
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}
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@ -1,38 +1,38 @@
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Shader "UI/Particles/Hidden"
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{
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Properties
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{
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}
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SubShader
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{
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Tags { "Queue"="Geometry" "RenderType"="Opaque" }
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Cull Off Lighting Off ZWrite Off Fog { Mode Off }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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v2f vert ()
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{
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v2f o;
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o.vertex = fixed4(0, 0, 0, 0);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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discard;
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return fixed4(0, 0, 0, 0);
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}
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ENDCG
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}
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}
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Shader "UI/Particles/Hidden"
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{
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Properties
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{
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}
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SubShader
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{
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Tags { "Queue"="Geometry" "RenderType"="Opaque" }
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Cull Off Lighting Off ZWrite Off Fog { Mode Off }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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v2f vert ()
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{
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v2f o;
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o.vertex = fixed4(0, 0, 0, 0);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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discard;
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return fixed4(0, 0, 0, 0);
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}
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ENDCG
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}
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}
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}
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@ -9,7 +9,7 @@ using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(RectTransform), typeof(LayoutElement))]
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public class ReorderableListElement : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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[Tooltip("Can this element be dragged?")]
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