forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			127 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "TextMeshPro/Sprite"
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{
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	Properties
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	{
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        _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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		_CullMode           ("Cull Mode", Float) = 0
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		_ColorMask          ("Color Mask", Float) = 15
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		_ClipRect           ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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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 [_CullMode]
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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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            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 __ UNITY_UI_CLIP_RECT
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            #pragma multi_compile __ 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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				float4 mask				: TEXCOORD2;
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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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		    float _UIMaskSoftnessX;
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            float _UIMaskSoftnessY;
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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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				float4 vPosition = UnityObjectToClipPos(v.vertex);
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            	OUT.worldPosition = v.vertex;
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				OUT.vertex = vPosition;
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            	float2 pixelSize = vPosition.w;
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                pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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				float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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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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                #if UNITY_UI_CLIP_RECT
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				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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				color *= m.x * m.y;
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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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