Remove useless files, add hands
This commit is contained in:
@@ -1,115 +0,0 @@
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// This shader is identical to UI/Default except the Alpha blend mode results in correct Alpha
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Shader "UI/Default Corrected"
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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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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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, One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color * _Color;
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return OUT;
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}
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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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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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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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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: e720ef9c6dcfbe4489d043ddf61706f8
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,62 +0,0 @@
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Shader "UI/Prerendered Opaque"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
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Blend One Zero, Zero Zero
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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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#pragma multi_compile _ WITH_CLIP
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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#if !WITH_CLIP
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if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0)
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{
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return _Color;
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}
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#endif
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fixed4 col = tex2D(_MainTex, i.texcoord);
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col *= _Color;
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#if WITH_CLIP
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clip(col.a - 0.5);
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 1d90b910cd5a4854598ecfe4f74358d1
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,65 +0,0 @@
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Shader "UI/Prerendered"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Blend One OneMinusSrcAlpha, Zero Zero
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Cull Off
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ZWrite Off
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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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#pragma multi_compile _ ALPHA_SQUARED
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.texcoord);
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#if ALPHA_SQUARED
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// prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt
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// to get the original alpha value
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col.a = sqrt(col.a);
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#endif
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// It should be noted that with Gamma lighting on PC,
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// the blend will result in not correct colors of transparent
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// portions of the overlay
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col *= _Color;
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return col;
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}
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ENDCG
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}
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}
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}
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 3e744168f165d504fb0f5f3e0a6ae824
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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