134 lines
3.1 KiB
Plaintext
134 lines
3.1 KiB
Plaintext
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Shader /*ase_name*/"Hidden/Templates/Legacy/UIDefault"/*end*/
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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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/*ase_props*/
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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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/*ase_pass*/
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Pass
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{
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Name "Default"
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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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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/*ase_pragma*/
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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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/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/
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};
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uniform fixed4 _Color;
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uniform fixed4 _TextureSampleAdd;
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uniform float4 _ClipRect;
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uniform sampler2D _MainTex;
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/*ase_globals*/
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v2f vert( appdata_t IN /*ase_vert_input*/ )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.worldPosition = IN.vertex;
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/*ase_vert_code:IN=appdata_t;OUT=v2f*/
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OUT.worldPosition.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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/*ase_frag_code:IN=v2f*/
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half4 color = /*ase_frag_out:Color;Float4*/(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color/*end*/;
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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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CustomEditor "ASEMaterialInspector"
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}
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