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a/Shaders/UIAdditive.shader.meta b/Resources/Shaders/UIAdditive.shader.meta similarity index 100% rename from Shaders/UIAdditive.shader.meta rename to Resources/Shaders/UIAdditive.shader.meta diff --git a/Shaders/UIImageCrop.shader b/Resources/Shaders/UIImageCrop.shader similarity index 95% rename from Shaders/UIImageCrop.shader rename to Resources/Shaders/UIImageCrop.shader index eba929c..8901bd7 100644 --- a/Shaders/UIImageCrop.shader +++ b/Resources/Shaders/UIImageCrop.shader @@ -1,69 +1,69 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -/// Credit 00christian00 -/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030 - -Shader "UI Extensions/UI Image Crop" { - Properties - { - _MainTex ("Base (RGB)", 2D) = "white" {} - - _XCrop ("X Crop", Range(0.0,1.0)) = 1 - _YCrop ("Y Crop", Range(0.0,1.0)) = 1 - } - - SubShader { - - ZWrite Off - Tags - { - "Queue" = "Transparent" - "RenderType" = "Transparent" - "IgnoreProjector" = "True" - } - Blend SrcAlpha OneMinusSrcAlpha - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - fixed4 color : COLOR; - float2 uv : TEXCOORD0; //UV1 coord - }; - - uniform sampler2D _MainTex; - float4 _MainTex_ST; - uniform float _XCrop; - uniform float _YCrop; - - v2f vert (v2f v) - { - - v2f o; - o.color=v.color; - o.color.a=0.1; - o.pos = UnityObjectToClipPos (v.pos); - - o.uv=TRANSFORM_TEX(v.uv, _MainTex); - - return o; - } - fixed4 frag (v2f i) : COLOR - { - - //return fixed4(0.25,0,0,1); - i.color.a=step(i.uv.x,_XCrop); - //I don't like the bottom up ordering,so I reverse it - i.color.a=i.color.a*step(1-i.uv.y,_YCrop); - return i.color * tex2D (_MainTex, i.uv); - } - ENDCG - } - } -} +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +/// Credit 00christian00 +/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030 + +Shader "UI Extensions/UI Image Crop" { + Properties + { + _MainTex ("Base (RGB)", 2D) = "white" {} + + _XCrop ("X Crop", Range(0.0,1.0)) = 1 + _YCrop ("Y Crop", Range(0.0,1.0)) = 1 + } + + SubShader { + + ZWrite Off + Tags + { + "Queue" = "Transparent" + "RenderType" = "Transparent" + "IgnoreProjector" = "True" + } + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct v2f { + float4 pos : POSITION; + fixed4 color : COLOR; + float2 uv : TEXCOORD0; //UV1 coord + }; + + uniform sampler2D _MainTex; + float4 _MainTex_ST; + uniform float _XCrop; + uniform float _YCrop; + + v2f vert (v2f v) + { + + v2f o; + o.color=v.color; + o.color.a=0.1; + o.pos = UnityObjectToClipPos (v.pos); + + o.uv=TRANSFORM_TEX(v.uv, _MainTex); + + return o; + } + fixed4 frag (v2f i) : COLOR + { + + //return fixed4(0.25,0,0,1); + i.color.a=step(i.uv.x,_XCrop); + //I don't like the bottom up ordering,so I reverse it + i.color.a=i.color.a*step(1-i.uv.y,_YCrop); + return i.color * tex2D (_MainTex, i.uv); + } + ENDCG + } + } +} diff --git a/Shaders/UIImageCrop.shader.meta b/Resources/Shaders/UIImageCrop.shader.meta similarity index 100% rename from Shaders/UIImageCrop.shader.meta rename to Resources/Shaders/UIImageCrop.shader.meta diff --git a/Shaders/UILinearDodge.shader b/Resources/Shaders/UILinearDodge.shader similarity index 100% rename from Shaders/UILinearDodge.shader rename to Resources/Shaders/UILinearDodge.shader diff --git a/Shaders/UILinearDodge.shader.meta b/Resources/Shaders/UILinearDodge.shader.meta similarity index 100% rename from Shaders/UILinearDodge.shader.meta rename to Resources/Shaders/UILinearDodge.shader.meta diff --git a/Shaders/UIMultiply.shader b/Resources/Shaders/UIMultiply.shader similarity index 100% rename from Shaders/UIMultiply.shader rename to Resources/Shaders/UIMultiply.shader diff --git a/Shaders/UIMultiply.shader.meta b/Resources/Shaders/UIMultiply.shader.meta similarity index 100% rename from Shaders/UIMultiply.shader.meta rename to Resources/Shaders/UIMultiply.shader.meta diff --git a/Shaders/UIParticleHidden.shader b/Resources/Shaders/UIParticleHidden.shader similarity index 95% rename from Shaders/UIParticleHidden.shader rename to Resources/Shaders/UIParticleHidden.shader index d271c73..3741828 100644 --- a/Shaders/UIParticleHidden.shader +++ b/Resources/Shaders/UIParticleHidden.shader @@ -1,38 +1,38 @@ -Shader "UI/Particles/Hidden" -{ - Properties - { - } - SubShader - { - Tags { "Queue"="Geometry" "RenderType"="Opaque" } - Cull Off Lighting Off ZWrite Off Fog { Mode Off } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - struct v2f - { - float4 vertex : SV_POSITION; - }; - - v2f vert () - { - v2f o; - o.vertex = fixed4(0, 0, 0, 0); - return o; - } - - fixed4 frag (v2f i) : SV_Target - { - discard; - return fixed4(0, 0, 0, 0); - } - ENDCG - } - } +Shader "UI/Particles/Hidden" +{ + Properties + { + } + SubShader + { + Tags { "Queue"="Geometry" "RenderType"="Opaque" } + Cull Off Lighting Off ZWrite Off Fog { Mode Off } + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + struct v2f + { + float4 vertex : SV_POSITION; + }; + + v2f vert () + { + v2f o; + o.vertex = fixed4(0, 0, 0, 0); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + discard; + return fixed4(0, 0, 0, 0); + } + ENDCG + } + } } \ No newline at end of file diff --git a/Shaders/UIParticleHidden.shader.meta b/Resources/Shaders/UIParticleHidden.shader.meta similarity index 100% rename from Shaders/UIParticleHidden.shader.meta rename to Resources/Shaders/UIParticleHidden.shader.meta diff --git a/Shaders/UIScreen.shader b/Resources/Shaders/UIScreen.shader similarity index 100% rename from Shaders/UIScreen.shader rename to Resources/Shaders/UIScreen.shader diff --git a/Shaders/UIScreen.shader.meta b/Resources/Shaders/UIScreen.shader.meta similarity index 100% rename from Shaders/UIScreen.shader.meta rename to Resources/Shaders/UIScreen.shader.meta diff --git a/Shaders/UISoftAdditive.shader b/Resources/Shaders/UISoftAdditive.shader similarity index 100% rename from Shaders/UISoftAdditive.shader rename to Resources/Shaders/UISoftAdditive.shader diff --git a/Shaders/UISoftAdditive.shader.meta b/Resources/Shaders/UISoftAdditive.shader.meta similarity index 100% rename from Shaders/UISoftAdditive.shader.meta rename to Resources/Shaders/UISoftAdditive.shader.meta diff --git a/Scripts/Controls/ReorderableList/ReorderableListElement.cs b/Scripts/Controls/ReorderableList/ReorderableListElement.cs index 5bb7c1b..a0a33b9 100644 --- a/Scripts/Controls/ReorderableList/ReorderableListElement.cs +++ b/Scripts/Controls/ReorderableList/ReorderableListElement.cs @@ -9,7 +9,7 @@ using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { - [RequireComponent(typeof(RectTransform))] + [RequireComponent(typeof(RectTransform), typeof(LayoutElement))] public class ReorderableListElement : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler { [Tooltip("Can this element be dragged?")]