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forked from cgvr/DeltaVR

deltavr multiplayer 2.0

This commit is contained in:
Toomas Tamm
2023-05-08 15:56:10 +03:00
parent 978809a002
commit 07b9b9e2f4
10937 changed files with 2968397 additions and 1521012 deletions

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Shader "XRContent/BackgroundOverlayBlur"
{
Properties
{
_Blur("Blur", Range(0, 10)) = 1
_VerticalOffset("Offset", Range(-1, 1)) = 1
_Alpha("Alpha", Range(0, 1)) = 1
_GradientSize("Gradient Size", Range(0, 6)) = 2
_MainTex("Noise Texture (REQUIRED for Blur Noise)", 2D) = "white" {}
_BlurNoise("Blur Noise Direction", Range(-1, 1)) = 1
_BlurNoiseAmount("Blur Noise Amount", Range(-5, 5)) = 0.125
}
Category
{
Tags{ "Queue" = "Overlay+5600" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite On
ZTest LEqual
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
SubShader
{
GrabPass {}
Pass
{
Name "SpatialUIBlurHorizontal"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : POSITION;
float4 grab : TEXCOORD0;
float yPos : FLOAT;
float2 cleanUV : TEXCOORD2;
};
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Blur;
float _VerticalOffset;
float _WorldScale;
half _GradientSize;
sampler2D _MainTex;
half _BlurNoise;
half _BlurNoiseAmount;
v2f vert(appdata_t v)
{
v2f output;
output.position = UnityObjectToClipPos(v.position);
#if UNITY_UV_STARTS_AT_TOP
float sign = -1.0;
output.yPos = v.texcoord.y;
#else
float sign = 1.0;
output.yPos = -v.texcoord.y;
#endif
output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5;
output.grab.zw = output.position.zw;
output.grab *= _WorldScale;
output.cleanUV = v.texcoord;
return output;
}
half4 frag(v2f input) : COLOR
{
float uvPos = length(input.cleanUV - float2(0.5, 0.5));
float xAdjustedPosition = pow(input.cleanUV.x * (1 - input.cleanUV.x) * 3, 1);
float yAdjustedPosition = (1 - input.cleanUV.y);
half positionAdjustedBlur = _Blur * yAdjustedPosition * xAdjustedPosition;
float4 sum = half4(0,0,0,0);
#define GrabAndOffset(weight,kernelX) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(input.grab.x + _GrabTexture_TexelSize.x * kernelX * (positionAdjustedBlur * input.yPos), input.grab.y, input.grab.z, input.grab.w))) * weight
half4 color = tex2D(_MainTex, input.cleanUV);
half noiseSampledTextureAmount = 1 + color.r - _BlurNoiseAmount * dot(input.cleanUV, float2(0.5, 0.5));
half blurAdjustmentModifier = _BlurNoise * 0.25;
float adjustedBlur = 1;
half adjustedBlurKernel = input.cleanUV.y;
sum += GrabAndOffset(0.02 * adjustedBlur, -6.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.04 * adjustedBlur, -5.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.06 * adjustedBlur, -4.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.08 * adjustedBlur, -3.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.10 * adjustedBlur, -2.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.12 * adjustedBlur, -1.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.14 * adjustedBlur, 0.0);
sum += GrabAndOffset(0.12 * adjustedBlur, 1.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.10 * adjustedBlur, 2.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.08 * adjustedBlur, 3.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.06 * adjustedBlur, 4.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.04 * adjustedBlur, 5.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.02 * adjustedBlur, +6.0 * noiseSampledTextureAmount);
// Fade blur amount based on fragment distance to center UV coord
float fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvPos, _GradientSize) * 2);
sum.a = clamp(0, 1 - pow((uvPos * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount);
return sum;
}
ENDCG
}
GrabPass{}
Pass
{
Name "SpatialUIBlurVertical"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 position : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f
{
float4 position : POSITION;
float4 grab : TEXCOORD0;
float yPos : FLOAT;
float2 cleanUV : TEXCOORD2;
};
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Blur;
float _VerticalOffset;
float _WorldScale;
half _GradientSize;
sampler2D _MainTex;
half _BlurNoise;
half _BlurNoiseAmount;
v2f vert(appdata_t v)
{
v2f output;
output.position = UnityObjectToClipPos(v.position);
#if UNITY_UV_STARTS_AT_TOP
float sign = -1.0;
output.yPos = v.texcoord.y;
#else
float sign = 1.0;
output.yPos = -v.texcoord.y;
#endif
output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5;
output.grab.zw = output.position.zw;
output.grab *= _WorldScale;
output.cleanUV = v.texcoord;
return output;
}
half4 frag(v2f input) : COLOR
{
float uvPos = length(input.cleanUV - float2(0.5, 0.5));
float xAdjustedPosition = pow(input.cleanUV.x * (1 - input.cleanUV.x) * 3, 1);
float yAdjustedPosition = (1 - input.cleanUV.y);
half positionAdjustedBlur = _Blur * yAdjustedPosition * xAdjustedPosition;
half4 sum = half4(0,0,0,0);
#define GrabAndOffset(weight,kernelY) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(input.grab.x, input.grab.y + _GrabTexture_TexelSize.y * kernelY * (positionAdjustedBlur * input.yPos + _VerticalOffset), input.grab.z, input.grab.w))) * weight
half4 color = tex2D(_MainTex, input.cleanUV);
half noiseSampledTextureAmount = 1 + color.g - _BlurNoiseAmount * dot(input.cleanUV, float2(0.5, 0.5));
float adjustedBlur = 1;
half blurAdjustmentModifier = _BlurNoise * 0.25;
half adjustedBlurKernel = input.cleanUV.y;
sum += GrabAndOffset(0.02 * adjustedBlur, -6.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.04 * adjustedBlur, -5.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.06 * adjustedBlur, -4.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.08 * adjustedBlur, -3.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.10 * adjustedBlur, -2.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.12 * adjustedBlur, -1.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.14 * adjustedBlur, 0.0);
sum += GrabAndOffset(0.12 * adjustedBlur, +1.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.10 * adjustedBlur, +2.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.08 * adjustedBlur, +3.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.06 * adjustedBlur, +4.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.04 * adjustedBlur, +5.0 * noiseSampledTextureAmount);
noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier;
sum += GrabAndOffset(0.02 * adjustedBlur, +6.0 * noiseSampledTextureAmount);
float fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvPos, _GradientSize) * 2);
sum.a = clamp(0, 1 - pow((uvPos * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount);
return sum;
}
ENDCG
}
GrabPass{}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 position : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f
{
float4 position : POSITION;
float4 grab : TEXCOORD0;
float2 uvmain : TEXCOORD2;
};
float4 _MainTex_ST;
fixed4 _Color;
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _MainTex;
half _Alpha;
float _WorldScale;
half _GradientSize;
v2f vert(appdata_t v)
{
v2f output;
output.position = UnityObjectToClipPos(v.position);
#if UNITY_UV_STARTS_AT_TOP
float sign = -1.0;
#else
float sign = 1.0;
#endif
output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5;
output.grab.zw = output.position.zw;
output.grab *= _WorldScale;
output.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
return output;
}
half4 frag(v2f i) : COLOR
{
i.grab.xy = _GrabTexture_TexelSize.xy * i.grab.z + i.grab.xy;
half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grab));
half4 desatCol = dot(col, col);
col = lerp(col * col, desatCol, 0.2);
half4 tint = tex2D(_MainTex, i.uvmain) * _Color;
col.a = _Alpha;
tint.a = _Alpha;
float t = length(i.grab - float2(0.5, 0.5)) * 1.41421356237;
half4 combinedColor = col * tint;
combinedColor.a *= t * lerp(0, 1, t + (_GradientSize - 0.5) * 2);;
combinedColor.a = 0;
return combinedColor;
}
ENDCG
}
}
}
}

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#pragma target 5.0
#include "UnityCG.cginc"
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
float4 _Color;
float g_flOutlineWidth;
float g_flCornerAdjust;
float4x4 _InverseRotation;
float4 _GlobalClipCenter;
float4 _GlobalClipExtents;
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 vPositionOs : POSITION;
float3 vNormalOs : NORMAL;
};
struct PS_INPUT
{
float4 vPositionOs : TEXCOORD0;
float3 vNormalOs : TEXCOORD1;
float3 clipPos : TEXCOORD2;
float4 vPositionPs : SV_POSITION;
};
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT MainVs(VS_INPUT i)
{
PS_INPUT o;
o.vPositionOs.xyzw = i.vPositionOs.xyzw;
o.vNormalOs.xyz = i.vNormalOs.xyz;
#if UNITY_VERSION >= 540
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#else
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#endif
o.clipPos = (float3)0;
return o;
}
PS_INPUT MainVsExtrude(VS_INPUT i)
{
PS_INPUT o;
o.vPositionOs.xyzw = i.vPositionOs.xyzw;
o.vNormalOs.xyz = i.vNormalOs.xyz;
#if UNITY_VERSION >= 540
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#else
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#endif
float3 vNormalVs = mul((float3x3)UNITY_MATRIX_IT_MV, o.vNormalOs.xyz);
float2 vOffsetPs = TransformViewToProjection(vNormalVs.xy);
vOffsetPs.xy = normalize(vOffsetPs.xy);
o.vPositionPs.xy += vOffsetPs.xy * o.vPositionPs.w * g_flOutlineWidth * 0.5;
o.clipPos = (float3)0;
return o;
}
PS_INPUT MainVsClip(VS_INPUT i)
{
PS_INPUT o;
o.vPositionOs.xyzw = i.vPositionOs.xyzw;
o.vNormalOs.xyz = i.vNormalOs.xyz;
#if UNITY_VERSION >= 540
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#else
o.vPositionPs = UnityObjectToClipPos(i.vPositionOs.xyzw);
#endif
o.clipPos = mul(_InverseRotation, mul(unity_ObjectToWorld, i.vPositionOs));
return o;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT Extrude(PS_INPUT vertex)
{
PS_INPUT extruded = vertex;
// Offset along normal in projection space
float3 vNormalVs = mul((float3x3)UNITY_MATRIX_IT_MV, vertex.vNormalOs.xyz);
float2 vOffsetPs = TransformViewToProjection(vNormalVs.xy);
vOffsetPs.xy = normalize(vOffsetPs.xy);
// Calculate position
#if UNITY_VERSION >= 540
extruded.vPositionPs = UnityObjectToClipPos(vertex.vPositionOs.xyzw);
#else
extruded.vPositionPs = UnityObjectToClipPos(vertex.vPositionOs.xyzw);
#endif
extruded.vPositionPs.xy += vOffsetPs.xy * extruded.vPositionPs.w * g_flOutlineWidth;
return extruded;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
[maxvertexcount(18)]
void ExtrudeGs(triangle PS_INPUT inputTriangle[3], inout TriangleStream<PS_INPUT> outputStream)
{
float3 a = normalize(inputTriangle[0].vPositionOs.xyz - inputTriangle[1].vPositionOs.xyz);
float3 b = normalize(inputTriangle[1].vPositionOs.xyz - inputTriangle[2].vPositionOs.xyz);
float3 c = normalize(inputTriangle[2].vPositionOs.xyz - inputTriangle[0].vPositionOs.xyz);
inputTriangle[0].vNormalOs = inputTriangle[0].vNormalOs + normalize(a - c) * g_flCornerAdjust;
inputTriangle[1].vNormalOs = inputTriangle[1].vNormalOs + normalize(-a + b) * g_flCornerAdjust;
inputTriangle[2].vNormalOs = inputTriangle[2].vNormalOs + normalize(-b + c) * g_flCornerAdjust;
PS_INPUT extrudedTriangle0 = Extrude(inputTriangle[0]);
PS_INPUT extrudedTriangle1 = Extrude(inputTriangle[1]);
PS_INPUT extrudedTriangle2 = Extrude(inputTriangle[2]);
outputStream.Append(inputTriangle[0]);
outputStream.Append(extrudedTriangle0);
outputStream.Append(inputTriangle[1]);
outputStream.Append(extrudedTriangle0);
outputStream.Append(extrudedTriangle1);
outputStream.Append(inputTriangle[1]);
outputStream.Append(inputTriangle[1]);
outputStream.Append(extrudedTriangle1);
outputStream.Append(extrudedTriangle2);
outputStream.Append(inputTriangle[1]);
outputStream.Append(extrudedTriangle2);
outputStream.Append(inputTriangle[2]);
outputStream.Append(inputTriangle[2]);
outputStream.Append(extrudedTriangle2);
outputStream.Append(inputTriangle[0]);
outputStream.Append(extrudedTriangle2);
outputStream.Append(extrudedTriangle0);
outputStream.Append(inputTriangle[0]);
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 MainPs(PS_INPUT IN) : SV_Target
{
return _Color;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 NullPs(PS_INPUT IN) : SV_Target
{
return float4(1.0, 0.0, 1.0, 1.0);
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 MainPsClip(PS_INPUT IN) : SV_Target
{
float3 diff = abs(IN.clipPos - _GlobalClipCenter);
if (diff.x > _GlobalClipExtents.x || diff.y > _GlobalClipExtents.y || diff.z > _GlobalClipExtents.z)
discard;
return _Color;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 NullPsClip (PS_INPUT IN) : SV_Target
{
float3 diff = abs(IN.clipPos - _GlobalClipCenter);
if (diff.x > _GlobalClipExtents.x || diff.y > _GlobalClipExtents.y || diff.z > _GlobalClipExtents.z)
discard;
return float4(1.0, 0.0, 1.0, 1.0);
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used to show the outline of the object
//
// Used with permission (3/20/17)
// Copyright (C) 2017 Unity Technologies ApS - Fix for hard edges
// Copyright (C) 2021 Unity Technologies ApS - Adjustment for URP Support
//=============================================================================
Shader "XRContent/OutlineURP"
{
Properties
{
_Color("Color", Color) = (.5, .5, .5, 1)
g_flOutlineWidth("OutlineWidth", Range(.001, 0.03)) = .0005
g_flCornerAdjust("Corner Adjustment", Range(0, 2)) = .5
}
CGINCLUDE
#include "Silhouette.cginc"
ENDCG
SubShader
{
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Render the object with stencil=1 to mask out the part that isn't the silhouette
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Tags
{
"RenderType" = "Opaque"
"LightMode"="UniversalForward"
}
ColorMask 0
Cull Off
ZWrite Off
ZTest Off
Stencil
{
Ref 1
Comp always
Pass replace
}
CGPROGRAM
#pragma vertex MainVs
#pragma fragment NullPs
ENDCG
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Render the outline by extruding along vertex normals and using the stencil mask previously rendered. Only render depth, so that the final pass executes
// once per fragment (otherwise alpha blending will look bad).
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Tags
{
"RenderType" = "Opaque"
}
Cull Off
ZTest LEqual
Stencil
{
Ref 1
Comp notequal
Pass keep
Fail keep
}
CGPROGRAM
#pragma vertex MainVsExtrude
#pragma fragment MainPs
ENDCG
}
}
}

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Shader "UI/World"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Back
Lighting Off
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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