Fixed Line endings on shaders (?)
Removed unnecessary usings (who knew there were so many, I'm normally so tidy :P)pull/413/head
parent
dc809858b9
commit
35b88a2487
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@ -5,7 +5,7 @@ using UnityEngine.UI.Extensions;
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namespace UnityEditor.UI
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{
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[CustomEditor(typeof(AccordionElement), true)]
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[CustomEditor(typeof(AccordionElement), true)]
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public class AccordionElementEditor : ToggleEditor {
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public override void OnInspectorGUI()
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@ -1,9 +1,7 @@
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///Credit Jason Horsburgh
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///Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/127/uilinerenderer-mesh-not-updating-in-editor
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI.Extensions;
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using UnityEditor;
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namespace UnityEngine.UI.Extensions
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{
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@ -5,11 +5,11 @@ using UnityEngine.UI.Extensions;
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namespace UnityEditor.UI
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{
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/// <summary>
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/// This script adds the Extensions UI menu options to the Unity Editor.
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/// </summary>
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/// <summary>
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/// This script adds the Extensions UI menu options to the Unity Editor.
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/// </summary>
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static internal class ExtensionMenuOptions
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static internal class ExtensionMenuOptions
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{
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#region Unity Builder section - Do not change unless UI Source (Editor\MenuOptions) changes
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#region Unity Builder properties - Do not change unless UI Source (Editor\MenuOptions) changes
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@ -7,7 +7,6 @@
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using UnityEngine.UI.Extensions;
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@ -4,7 +4,7 @@
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(VerticalLayoutGroup), typeof(ContentSizeFitter), typeof(ToggleGroup))]
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[RequireComponent(typeof(VerticalLayoutGroup), typeof(ContentSizeFitter), typeof(ToggleGroup))]
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[AddComponentMenu("UI/Extensions/Accordion/Accordion Group")]
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public class Accordion : MonoBehaviour
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{
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@ -6,7 +6,7 @@ using UnityEngine.UI.Extensions.Tweens;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform), typeof(LayoutElement))]
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[RequireComponent(typeof(RectTransform), typeof(LayoutElement))]
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[AddComponentMenu("UI/Extensions/Accordion/Accordion Element")]
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public class AccordionElement : Toggle
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{
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@ -1,12 +1,11 @@
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///Credit ChoMPHi
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///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
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using System.Collections;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions.Tweens
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{
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public struct FloatTween : ITweenValue
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public struct FloatTween : ITweenValue
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{
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public class FloatTweenCallback : UnityEvent<float> {}
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public class FloatFinishCallback : UnityEvent {}
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@ -1,11 +1,10 @@
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///Credit ChoMPHi
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///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
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using System.Collections;
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namespace UnityEngine.UI.Extensions.Tweens
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{
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internal interface ITweenValue
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internal interface ITweenValue
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{
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void TweenValue(float floatPercentage);
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bool ignoreTimeScale { get; }
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@ -5,10 +5,10 @@ using System.Collections;
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namespace UnityEngine.UI.Extensions.Tweens
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{
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// Tween runner, executes the given tween.
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// The coroutine will live within the given
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// behaviour container.
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internal class TweenRunner<T> where T : struct, ITweenValue
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// Tween runner, executes the given tween.
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// The coroutine will live within the given
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// behaviour container.
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internal class TweenRunner<T> where T : struct, ITweenValue
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{
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protected MonoBehaviour m_CoroutineContainer;
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protected IEnumerator m_Tween;
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@ -1,11 +1,10 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(Image))]
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[RequireComponent(typeof(Image))]
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public class ColorImage : MonoBehaviour
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{
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public ColorPickerControl picker;
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@ -1,12 +1,11 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(Text))]
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public class ColorLabel : MonoBehaviour
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{
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public ColorPickerControl picker;
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@ -1,7 +1,6 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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@ -1,5 +1,5 @@
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using UnityEngine;
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using System;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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@ -1,5 +1,4 @@
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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public class HSVChangedEvent : UnityEvent<float, float, float>
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{
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@ -6,7 +6,7 @@ using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(InputField))]
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[RequireComponent(typeof(InputField))]
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public class HexColorField : MonoBehaviour
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{
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public ColorPickerControl ColorPicker;
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@ -1,7 +1,6 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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@ -1,11 +1,10 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions
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{
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public class TiltWindow : MonoBehaviour
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public class TiltWindow : MonoBehaviour
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{
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public Vector2 range = new Vector2(5f, 3f);
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@ -22,7 +22,7 @@ namespace UnityEngine.UI.Extensions
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private InputField _mainInput;
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private RectTransform _inputRT;
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private Button _arrow_Button;
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//private Button _arrow_Button;
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private RectTransform _rectTransform;
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_inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>();
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_mainInput = _inputRT.GetComponent<InputField>();
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_arrow_Button = _rectTransform.FindChild ("ArrowBtn").GetComponent<Button> ();
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//_arrow_Button = _rectTransform.FindChild ("ArrowBtn").GetComponent<Button> ();
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_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
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_overlayRT.gameObject.SetActive(false);
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@ -6,10 +6,10 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Extension to the UI class which creates a dropdown list
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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/// <summary>
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/// Extension to the UI class which creates a dropdown list
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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[AddComponentMenu("UI/Extensions/Dropdown List")]
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public class DropDownList : MonoBehaviour
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{
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@ -2,8 +2,6 @@
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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using System;
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using System.Collections;
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using System.Linq;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions
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@ -4,7 +4,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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@ -5,7 +5,7 @@ using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/RescalePanels/RescaleDragPanel")]
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[AddComponentMenu("UI/Extensions/RescalePanels/RescaleDragPanel")]
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public class RescaleDragPanel : MonoBehaviour, IPointerDownHandler, IDragHandler
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{
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private Vector2 pointerOffset;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/RescalePanels/RescalePanel")]
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[AddComponentMenu("UI/Extensions/RescalePanels/RescalePanel")]
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public class RescalePanel : MonoBehaviour, IPointerDownHandler, IDragHandler
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{
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public Vector2 minSize;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/RescalePanels/ResizePanel")]
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[AddComponentMenu("UI/Extensions/RescalePanels/ResizePanel")]
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public class ResizePanel : MonoBehaviour, IPointerDownHandler, IDragHandler
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{
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public Vector2 minSize;
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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/*
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/*
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* Implement this interface on any MonoBehaviour that you'd like to be considered selectable.
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*/
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public interface IBoxSelectable {
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public interface IBoxSelectable {
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bool selected {
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get;
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set;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(Canvas))]
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[RequireComponent(typeof(Canvas))]
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[AddComponentMenu("UI/Extensions/Selection Box")]
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public class SelectionBox : MonoBehaviour
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{
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Gradient2")]
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[AddComponentMenu("UI/Effects/Extensions/Gradient2")]
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public class Gradient2 : BaseMeshEffect {
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[SerializeField]
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Type _gradientType;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
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[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
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///Summary
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/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
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public class LetterSpacing : BaseMeshEffect
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
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[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(RectTransform))]
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///Summary
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@ -4,8 +4,8 @@
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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public class NicerOutline : BaseMeshEffect
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{
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[SerializeField]
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using System;
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/// Credit ChoMPHi
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/// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// TODO:
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/// - add automatic child sizing, like in the HorizontalOrVerticalLayoutGroup.cs
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Layout Group controller that arranges children in rows, fitting as many on a line until total width exceeds parent bounds
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/// </summary>
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[AddComponentMenu("Layout/Extensions/Flow Layout Group")]
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/// <summary>
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/// Layout Group controller that arranges children in rows, fitting as many on a line until total width exceeds parent bounds
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/// </summary>
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[AddComponentMenu("Layout/Extensions/Flow Layout Group")]
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public class FlowLayoutGroup : LayoutGroup
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{
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public float SpacingX = 0f;
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namespace UnityEngine.UI.Extensions
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{
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public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler
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public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler
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{
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internal RectTransform _screensContainer;
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internal bool _isVertical;
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/// Credit Ges
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-3#post-2280109
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using System.Collections;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : UIPrimitiveBase
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{
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/// Credit John Hattan (http://thecodezone.com/)
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/117/uigridrenderer
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UIGridRenderer")]
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[AddComponentMenu("UI/Extensions/Primitives/UIGridRenderer")]
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public class UIGridRenderer : UILineRenderer
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{
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[SerializeField]
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")]
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[AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")]
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public class UILineRenderer : UIPrimitiveBase
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{
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private enum SegmentType
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineTextureRenderer")]
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[AddComponentMenu("UI/Extensions/Primitives/UILineTextureRenderer")]
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public class UILineTextureRenderer : UIPrimitiveBase
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{
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[SerializeField]
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Bound Tooltip/Tooltip Trigger")]
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[AddComponentMenu("UI/Extensions/Bound Tooltip/Tooltip Trigger")]
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public class BoundTooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
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{
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[TextAreaAttribute]
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@ -1,8 +1,8 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using System.Linq;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI
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{
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@ -11,7 +11,7 @@ using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/ScrollRectEx")]
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[AddComponentMenu("UI/Extensions/ScrollRectEx")]
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public class ScrollRectEx : ScrollRect
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{
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private bool routeToParent = false;
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,4 @@
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using UnityEngine;
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using System.Collections;
|
||||
|
||||
public class TestCompression : MonoBehaviour {
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
/// Credit zero3growlithe
|
||||
using System.Collections.Generic;
|
||||
/// Credit zero3growlithe
|
||||
/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
|
||||
|
||||
/*USAGE:
|
||||
|
@ -6,7 +7,6 @@ Simply place the script on the ScrollRect that contains the selectable children
|
|||
and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
|
||||
|
||||
using UnityEngine.EventSystems;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
/// Credit Ralph Barbagallo (www.flarb.com /www.ralphbarbagallo.com / @flarb)
|
||||
/// Sourced from - http://forum.unity3d.com/threads/vr-cursor-possible-unity-4-6-gui-bug-or-is-it-me
|
||||
|
||||
using System.Collections;
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
[AddComponentMenu("UI/Extensions/VR Cursor")]
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/SoftMaskShader"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/SoftMaskShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -92,7 +94,7 @@
|
|||
v2f OUT;
|
||||
float4 wolrdPos = IN.vertex;
|
||||
OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/UIAdditive"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/UIAdditive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -68,7 +70,7 @@
|
|||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
/// Credit 00christian00
|
||||
// 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" {
|
||||
|
@ -46,7 +48,7 @@ Shader "UI Extensions/UI Image Crop" {
|
|||
v2f o;
|
||||
o.color=v.color;
|
||||
o.color.a=0.1;
|
||||
o.pos = mul (UNITY_MATRIX_MVP, v.pos);
|
||||
o.pos = UnityObjectToClipPos (v.pos);
|
||||
|
||||
o.uv=TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/UILinearDodge"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/UILinearDodge"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -69,7 +71,7 @@
|
|||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/UIMultiply"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/UIMultiply"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -68,7 +70,7 @@
|
|||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/UIScreen"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/UIScreen"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -69,7 +71,7 @@
|
|||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
Shader "UI Extensions/UISoftAdditive"
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "UI Extensions/UISoftAdditive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -68,7 +70,7 @@
|
|||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
|
|
Loading…
Reference in New Issue