Update SoftMaskAlpha with new "fix"
Patched UISelectableExtension from issue #47 Added new UI Polygon control --HG-- branch : develop_5.2release
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077fbcbc51
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38650cc536
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@ -30,6 +30,9 @@ namespace UnityEngine.UI.Extensions
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[Tooltip("Flip the masks alpha value")]
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public bool FlipAlphaMask = false;
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[Tooltip("If Mask Scals Rect is given, and this value is true, the area around the mask will not be clipped")]
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public bool DontClipMaskScalingRect = false;
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Vector3[] worldCorners;
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Vector2 AlphaUV;
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@ -173,6 +176,8 @@ namespace UnityEngine.UI.Extensions
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mat.SetTexture("_AlphaMask", AlphaMask);
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mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
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mat.SetInt("_NoOuterClip", DontClipMaskScalingRect && maskScalingRect != null ? 1 : 0);
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if (!isText) // No mod needed for Text
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mat.SetVector("_AlphaUV", AlphaUV);
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@ -82,9 +82,11 @@ namespace UnityEngine.UI.Extensions
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}
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return vbo;
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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protected override void OnPopulateMesh(Mesh toFill)
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{
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vh.Clear();
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toFill.Clear();
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var vbo = new VertexHelper(toFill);
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Vector2 prevX = Vector2.zero;
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Vector2 prevY = Vector2.zero;
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Vector2 uv0 = new Vector2(0, 0);
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@ -129,7 +131,12 @@ namespace UnityEngine.UI.Extensions
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}
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prevX = pos1;
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prevY = pos2;
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vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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}
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if (vbo.currentVertCount > 3)
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{
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vbo.FillMesh(toFill);
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: fcd1b8078a416f844b695454a4358409
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timeCreated: 1450200166
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,6 +2,7 @@
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
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/// Extended to include a HELD state that continually fires while the button is held down.
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/// Refactored so it can be added to any button and expose the events in the editor.
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/// Unselect fix by @Sfyne
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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@ -21,27 +22,27 @@ namespace UnityEngine.UI.Extensions
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#endregion
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#region Events
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[Tooltip("Event that fires when a button is initially pressed down")]
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[Tooltip("Event that fires when a button is initially pressed down")]
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public UIButtonEvent OnButtonPress;
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[Tooltip("Event that fires when a button is released")]
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[Tooltip("Event that fires when a button is released")]
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public UIButtonEvent OnButtonRelease;
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[Tooltip("Event that continually fires while a button is held down")]
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[Tooltip("Event that continually fires while a button is held down")]
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public UIButtonEvent OnButtonHeld;
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#endregion
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private bool _pressed;
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private bool _pressed;
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private PointerEventData _heldEventData;
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void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
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{
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//Can't set the state as it's too locked down.
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//DoStateTransition(SelectionState.Pressed, false);
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//DoStateTransition(SelectionState.Pressed, false);
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if (OnButtonPress != null)
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{
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OnButtonPress.Invoke(eventData.button);
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}
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_pressed = true;
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_pressed = true;
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_heldEventData = eventData;
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}
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@ -54,59 +55,65 @@ namespace UnityEngine.UI.Extensions
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{
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OnButtonRelease.Invoke(eventData.button);
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}
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_pressed = false;
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_pressed = false;
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_heldEventData = null;
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}
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void Update()
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{
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if (!_pressed)
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return;
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void Update()
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{
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if (!_pressed)
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return;
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if (OnButtonHeld != null)
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if (OnButtonHeld != null)
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{
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OnButtonHeld.Invoke(_heldEventData.button);
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}
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}
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}
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/// <summary>
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/// Test method to verify a control has been clicked
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/// </summary>
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public void TestClicked()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Clicked");
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#endif
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}
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/// <summary>
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/// Test method to verify a control has been clicked
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/// </summary>
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public void TestClicked()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Clicked");
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#endif
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}
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/// <summary>
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/// Test method to verify a controll is pressed
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/// </summary>
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public void TestPressed()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Pressed");
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#endif
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}
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/// <summary>
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/// Test method to verify a controll is pressed
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/// </summary>
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public void TestPressed()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Pressed");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is released
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/// </summary>
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public void TestReleased()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Released");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is released
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/// </summary>
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public void TestReleased()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Released");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is being held
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/// </summary>
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public void TestHold()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Held");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is being held
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/// </summary>
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public void TestHold()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Held");
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#endif
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}
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//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
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void OnDisable ()
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{
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_pressed = false;
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}
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}
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}
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@ -21,6 +21,7 @@
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[MaterialToggle]
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_HardBlend("HardBlend",Float) = 0
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_FlipAlphaMask("Flip Alpha Mask",int) = 0
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_NoOuterClip("Outer Clip",int) = 0
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}
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SubShader
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@ -43,6 +44,8 @@
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WriteMask[_StencilWriteMask]
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}
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LOD 0
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Cull Off
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Lighting Off
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ZWrite Off
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@ -120,13 +123,14 @@
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float _CutOff;
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bool _HardBlend = false;
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bool _NoOuterClip = false;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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// Do we want to clip the image to the Mask Rectangle?
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if (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y) // Yes we do
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if (!_NoOuterClip && (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) // Yes we do
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color.a = 0;
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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color.a = a;
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if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y))
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color.a *= a;
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}
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if (_UseClipRect)
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@ -91,7 +91,7 @@
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float _Value;
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int _LeftToRight;
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bool _HardBlend = false;
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int _HardBlend = false;
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int _FlipAlphaMask = 0;
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@ -122,6 +122,7 @@
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float2 _Mul;
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float _CutOff;
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int _NoOuterClip;
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fixed4 frag(v2f IN) : SV_Target
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{
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@ -134,6 +135,7 @@
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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float a = tex2D(_AlphaMask, (IN.worldPosition2.xy - _Max) / (_Max-_Min)).a;
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if (a <= _CutOff)
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a = 0;
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else
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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color.a = a * color.a;
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if(!(IN.worldPosition2.x <= _Min.x || IN.worldPosition2.x >= _Max.x || IN.worldPosition2.y <= _Min.y || IN.worldPosition2.y >= _Max.y))
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color *= a;
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}
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if (_UseClipRect)
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