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bfaba5d397
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Effects/Extensions/SoftMaskScript")]
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public class SoftMaskScript : MonoBehaviour
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{
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Material mat;
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Canvas canvas;
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[Tooltip("The area that is to be used as the container.")]
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public RectTransform MaskArea;
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RectTransform myRect;
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[Tooltip("Texture to be used to do the soft alpha")]
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public Texture AlphaMask;
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[Tooltip("At what point to apply the alpha min range 0-1")]
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[Range(0, 1)]
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public float CutOff = 0;
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[Tooltip("Implement a hard blend based on the Cutoff")]
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public bool HardBlend = false;
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Vector3[] worldCorners;
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Vector2 AlphaUV;
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Vector2 min;
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Vector2 max = Vector2.one;
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Vector2 p;
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Vector2 siz;
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Rect maskRect;
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Rect contentRect;
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Vector2 centre;
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bool isText = false;
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// Use this for initialization
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void Start()
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{
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myRect = GetComponent<RectTransform>();
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if (!MaskArea)
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{
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MaskArea = myRect;
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}
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if (GetComponent<Graphic>() != null)
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{
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
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GetComponent<Graphic>().material = mat;
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}
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if (GetComponent<Text>())
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{
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isText = true;
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShaderText"));
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GetComponent<Text>().material = mat;
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GetCanvas();
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// For some reason, having the mask control on the parent and disabled stops the mouse interacting
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// with the texture layer that is not visible.. Not needed for the Image.
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if (transform.parent.GetComponent<Mask>() == null)
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transform.parent.gameObject.AddComponent<Mask>();
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transform.parent.GetComponent<Mask>().enabled = false;
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}
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}
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void GetCanvas()
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{
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Transform t = transform;
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int lvlLimit = 100;
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int lvl = 0;
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while (canvas == null && lvl < lvlLimit)
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{
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canvas = t.gameObject.GetComponent<Canvas>();
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if (canvas == null)
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t = GetParentTranform(t);
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lvl++;
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}
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}
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Transform GetParentTranform(Transform t)
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{
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return t.parent;
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}
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void Update()
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{
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SetMask();
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}
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void SetMask()
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{
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// Get the two rectangle areas
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maskRect = MaskArea.rect;
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contentRect = myRect.rect;
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if (isText) // Need to do our calculations in world for Text
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{
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if (canvas.renderMode == RenderMode.ScreenSpaceOverlay && Application.isPlaying)
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{
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p = canvas.transform.InverseTransformPoint(MaskArea.transform.position);
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siz = new Vector2(maskRect.width, maskRect.height);
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}
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else
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{
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worldCorners = new Vector3[4];
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MaskArea.GetWorldCorners(worldCorners);
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siz = (worldCorners[2] - worldCorners[0]);
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p = MaskArea.transform.position;
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}
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min = p - (new Vector2(siz.x, siz.y) * .5f);
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max = p + (new Vector2(siz.x, siz.y) * .5f);
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}
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else // Need to do our calculations in tex space for Image.
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{
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// Get the centre offset
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centre = myRect.transform.InverseTransformPoint(MaskArea.transform.position);
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// Set the scale for mapping texcoords mask
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AlphaUV = new Vector2(maskRect.width / contentRect.width, maskRect.height / contentRect.height);
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// set my min and max to the centre offest
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min = centre;
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max = min;
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siz = new Vector2(maskRect.width, maskRect.height) * .5f;
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// Move them out to the min max extreams
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min -= siz;
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max += siz;
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// Now move these into texture space. 0 - 1
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min = new Vector2(min.x / contentRect.width, min.y / contentRect.height) + new Vector2(.5f, .5f);
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max = new Vector2(max.x / contentRect.width, max.y / contentRect.height) + new Vector2(.5f, .5f);
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}
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mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
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// Pass the values to the shader
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mat.SetVector("_Min", min);
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mat.SetVector("_Max", max);
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mat.SetTexture("_AlphaMask", AlphaMask);
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if (!isText) // No mod needed for Text
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mat.SetVector("_AlphaUV", AlphaUV);
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mat.SetFloat("_CutOff", CutOff);
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}
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}
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fileFormatVersion: 2
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guid: b8ee60af491978345bc197ed4e1316bc
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timeCreated: 1448034177
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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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Shader "UI Extensions/SoftMaskShader"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write 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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_Min("Min",Vector) = (0,0,0,0)
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_Max("Max",Vector) = (1,1,0,0)
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_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
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_AlphaUV("AlphaUV",Vector) = (0,0,0,0)
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_CutOff("CutOff",Float) = 0
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[MaterialToggle]
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_HardBlend("HardBlend",Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
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{
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float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
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return inside.x * inside.y;
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}
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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bool _UseClipRect;
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float4 _ClipRect;
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bool _UseAlphaClip;
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float4 _ProgressColor;
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float _Value;
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int _LeftToRight;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.worldPosition = IN.vertex;
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OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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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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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaMask;
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float2 _AlphaUV;
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float2 _Min;
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float2 _Max;
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float _CutOff;
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bool _HardBlend = 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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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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float a = tex2D(_AlphaMask, (IN.texcoord - _Min) / _AlphaUV).a;
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if (a <= _CutOff)
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a = 0;
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else
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{
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if(_HardBlend)
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a = 1;
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}
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color.a = a;
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}
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if (_UseClipRect)
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color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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if (_UseAlphaClip)
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clip(color.a - 0.001);
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return color;
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 947afae4d36f1274ea2e4098262ceef6
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timeCreated: 1444851202
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,156 @@
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Shader "UI Extensions/SoftMaskShaderText"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write 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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_Min("Min",Vector) = (0,0,0,0)
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_Max("Max",Vector) = (1,1,0,0)
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_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
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_CutOff("CutOff",Float) = 0
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[MaterialToggle]
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_HardBlend("HardBlend",Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 worldPosition2 : COLOR1;
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};
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inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
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{
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float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
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return inside.x * inside.y;
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}
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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bool _UseClipRect;
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float4 _ClipRect;
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bool _UseAlphaClip;
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float4 _ProgressColor;
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float _Value;
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int _LeftToRight;
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bool _HardBlend = false;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.worldPosition = IN.vertex;
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OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
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OUT.worldPosition2 = mul(_Object2World, IN.vertex);
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OUT.texcoord = IN.texcoord;
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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.worldPosition2 += (_ScreenParams.zw - 1.0)*float2(-1, 1);
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaMask;
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float2 _Min;
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float2 _Max;
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float2 _Mul;
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float _CutOff;
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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.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 = 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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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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{
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if (_HardBlend)
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a = 1;
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}
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color.a = a * color.a;
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}
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if (_UseClipRect)
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color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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if (_UseAlphaClip)
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clip(color.a - 0.001);
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return color;
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: abe89b015c410b54db04a4842127ae9e
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timeCreated: 1445628990
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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