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Merge pull request #307 from UnityTech/master

release stable version 1.5.4
/tag-release_1.5.4
GitHub 5 年前
当前提交
8d8032aa
共有 90 个文件被更改,包括 1454 次插入242 次删除
  1. 9
      Runtime/Plugins/platform/ios/DeviceScreen.mm
  2. 1
      Runtime/editor/surface.cs
  3. 2
      Runtime/engine/DisplayMetrics.cs
  4. 67
      Runtime/engine/UIWidgetsPanel.cs
  5. 7
      Runtime/material/chip.cs
  6. 4
      Runtime/ui/painting/image.cs
  7. 115
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs
  8. 55
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader.cs
  9. 4
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_utils.cs
  10. 5
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shadow_utils.cs
  11. 3
      Runtime/ui/renderer/cmdbufferCanvas/rendering/render_cmd.cs
  12. 20
      Runtime/ui/renderer/common/geometry/matrix/ui_matrix_utils.cs
  13. 2
      Runtime/widgets/page_view.cs
  14. 8
      Runtime/widgets/scroll_position.cs
  15. 4
      Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader
  16. 4
      Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader
  17. 8
      Runtime/Resources/shaders.meta
  18. 98
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs
  19. 11
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs.meta
  20. 136
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs
  21. 11
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs.meta
  22. 9
      Runtime/Resources/shaders/UIWidgets_GUITexture.shader.meta
  23. 9
      Runtime/Resources/shaders/UIWidgets_UIDefault.shader.meta
  24. 9
      Runtime/Resources/shaders/UIWidgets_canvas.cginc.meta
  25. 9
      Runtime/Resources/shaders/UIWidgets_canvas_convexFill.shader.meta
  26. 9
      Runtime/Resources/shaders/UIWidgets_canvas_fill0.shader.meta
  27. 9
      Runtime/Resources/shaders/UIWidgets_canvas_fill1.shader.meta
  28. 9
      Runtime/Resources/shaders/UIWidgets_canvas_filter.shader.meta
  29. 9
      Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader.meta
  30. 9
      Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader.meta
  31. 9
      Runtime/Resources/shaders/UIWidgets_canvas_stencil.shader.meta
  32. 9
      Runtime/Resources/shaders/UIWidgets_canvas_stroke0.shader.meta
  33. 9
      Runtime/Resources/shaders/UIWidgets_canvas_stroke1.shader.meta
  34. 9
      Runtime/Resources/shaders/UIWidgets_canvas_strokeAlpha.shader.meta
  35. 9
      Runtime/Resources/shaders/UIWidgets_canvas_tex.shader.meta
  36. 8
      Runtime/Resources/shaders/computebuffer.meta
  37. 27
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_cb.cginc
  38. 76
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_convexFill_cb.shader
  39. 33
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill0_cb.shader
  40. 76
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill1_cb.shader
  41. 20
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_filter_cb.shader
  42. 62
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stencil_cb.shader
  43. 75
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke0_cb.shader
  44. 29
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke1_cb.shader
  45. 75
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_strokeAlpha_cb.shader
  46. 74
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_tex_cb.shader
  47. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_cb.cginc.meta
  48. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_convexFill_cb.shader.meta
  49. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill0_cb.shader.meta
  50. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill1_cb.shader.meta
  51. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_filter_cb.shader.meta
  52. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stencil_cb.shader.meta
  53. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke0_cb.shader.meta
  54. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke1_cb.shader.meta
  55. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_strokeAlpha_cb.shader.meta
  56. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_tex_cb.shader.meta
  57. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowBox_cb.shader.meta
  58. 9
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowRBox_cb.shader.meta
  59. 90
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowBox_cb.shader
  60. 123
      Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowRBox_cb.shader
  61. 3
      Runtime/Resources/UIWidgets_GUITexture.shader.meta
  62. 9
      Runtime/Resources/UIWidgets_UIDefault.shader.meta
  63. 9
      Runtime/Resources/UIWidgets_canvas.cginc.meta
  64. 9
      Runtime/Resources/UIWidgets_canvas_fill0.shader.meta
  65. 9
      Runtime/Resources/UIWidgets_canvas_fill1.shader.meta
  66. 9
      Runtime/Resources/UIWidgets_canvas_filter.shader.meta
  67. 9
      Runtime/Resources/UIWidgets_canvas_stencil.shader.meta
  68. 9
      Runtime/Resources/UIWidgets_canvas_stroke0.shader.meta
  69. 9
      Runtime/Resources/UIWidgets_canvas_stroke1.shader.meta
  70. 9
      Runtime/Resources/UIWidgets_canvas_tex.shader.meta
  71. 9
      Runtime/Resources/UIWidgets_canvas_convexFill.shader.meta
  72. 9
      Runtime/Resources/UIWidgets_canvas_shadowBox.shader.meta
  73. 9
      Runtime/Resources/UIWidgets_canvas_shadowRBox.shader.meta
  74. 9
      Runtime/Resources/UIWidgets_canvas_strokeAlpha.shader.meta
  75. 0
      /Runtime/Resources/shaders/UIWidgets_GUITexture.shader
  76. 0
      /Runtime/Resources/shaders/UIWidgets_UIDefault.shader
  77. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_fill1.shader
  78. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_filter.shader
  79. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_stencil.shader
  80. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_stroke1.shader
  81. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_convexFill.shader
  82. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_fill0.shader
  83. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_stroke0.shader
  84. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_tex.shader
  85. 0
      /Runtime/Resources/shaders/UIWidgets_canvas.cginc
  86. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader
  87. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader
  88. 0
      /Runtime/Resources/shaders/UIWidgets_canvas_strokeAlpha.shader

9
Runtime/Plugins/platform/ios/DeviceScreen.mm


#import <UIKit/UIKit.h>
#import "UIWidgetsDevice.h"
int IOSDeviceScaleFactor()
float IOSDeviceScaleFactor()
return [[UIScreen mainScreen] scale];
float scale = [[UIScreen mainScreen] scale] * 1.0;
if ([UIWidgetsDevice NeedScreenDownSample]) {
scale *= 0.8696;
}
return scale;
}
}

1
Runtime/editor/surface.cs


if (this._canvas != null) {
this._canvas.reset();
this._canvas.dispose();
this._canvas = null;
}
}

2
Runtime/engine/DisplayMetrics.cs


#if UNITY_IOS
[DllImport("__Internal")]
static extern int IOSDeviceScaleFactor();
static extern float IOSDeviceScaleFactor();
[DllImport("__Internal")]
static extern viewMetrics IOSGetViewportPadding();

67
Runtime/engine/UIWidgetsPanel.cs


void handleMouseMovement() {
var pos = this.getPointPosition(Input.mousePosition);
if (pos == null) {
return;
}
physicalX: pos.x,
physicalY: pos.y
physicalX: pos.Value.x,
physicalY: pos.Value.y
));
}

var pos = this.getPointPosition(Input.mousePosition);
if (pos == null) {
return;
}
pos.x,
pos.y,
pos.Value.x,
pos.Value.y,
InputUtils.getScrollButtonKey());
}
}

}
public void OnPointerDown(PointerEventData eventData) {
EventSystem.current.SetSelectedGameObject(this.gameObject, eventData);
if (position == null) {
return;
}
EventSystem.current.SetSelectedGameObject(this.gameObject, eventData);
physicalX: position.x,
physicalY: position.y
physicalX: position.Value.x,
physicalY: position.Value.y
if (position == null) {
return;
}
physicalX: position.x,
physicalY: position.y
physicalX: position.Value.x,
physicalY: position.Value.y
public Vector2 getPointPosition(PointerEventData eventData) {
public Vector2? getPointPosition(PointerEventData eventData) {
if (eventData.enterEventCamera == null && this.canvas.renderMode == RenderMode.ScreenSpaceCamera) {
return null;
}
Vector2 localPoint;
RectTransformUtility.ScreenPointToLocalPointInRectangle(this.rectTransform, eventData.position,
eventData.enterEventCamera, out localPoint);

return localPoint;
}
public Vector2 getPointPosition(Vector2 position) {
public Vector2? getPointPosition(Vector2 position) {
Vector2 localPoint;
Camera eventCamera = null;

if (eventCamera == null && this.canvas.renderMode == RenderMode.ScreenSpaceCamera) {
return null;
}
RectTransformUtility.ScreenPointToLocalPointInRectangle(this.rectTransform, position,
eventCamera, out localPoint);

public void OnDrag(PointerEventData eventData) {
var position = this.getPointPosition(eventData);
if (position == null) {
return;
}
physicalX: position.x,
physicalY: position.y
physicalX: position.Value.x,
physicalY: position.Value.y
var position = this.getPointPosition(eventData);
if (position == null) {
return;
}
var position = this.getPointPosition(eventData);
physicalX: position.x,
physicalY: position.y
physicalX: position.Value.x,
physicalY: position.Value.y
var position = this.getPointPosition(eventData);
if (position == null) {
return;
}
var position = this.getPointPosition(eventData);
physicalX: position.x,
physicalY: position.y
physicalX: position.Value.x,
physicalY: position.Value.y
));
}

7
Runtime/material/chip.cs


const bool _debugShowTapTargetOutlines = false;
public override void debugPaint(PaintingContext context, Offset offset) {
D.assert(!_debugShowTapTargetOutlines);
D.assert(() => {
bool visualizeTapTargets() {
Paint outlinePaint = new Paint();
outlinePaint.color = new Color(0xff800000);
outlinePaint.strokeWidth = 1.0f;

outlinePaint.color = new Color(0xff008000);
context.canvas.drawRect(this.pressRect.shift(offset), outlinePaint);
return true;
});
}
D.assert(!_debugShowTapTargetOutlines || visualizeTapTargets());
}
protected override bool hitTestSelf(Offset position) {

4
Runtime/ui/painting/image.cs


this._isDynamic = isDynamic;
}
public bool valid {
get { return this._texture != null; }
}
public int width {
get { return this._texture != null ? this._texture.width : 0; }
}

115
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs


this._lastScissor = null;
this._layers.Clear();
}
_instanceNum--;
_releaseComputeBuffer();
}
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool) {

this.___drawTextDrawMeshCallback = this._drawTextDrawMeshCallback;
this.___drawPathDrawMeshCallback2 = this._drawPathDrawMeshCallback2;
this.___drawPathDrawMeshCallback = this._drawPathDrawMeshCallback;
_instanceNum++;
}
readonly _drawPathDrawMeshCallbackDelegate ___drawTextDrawMeshCallback;

layer.clipStack.save();
}
readonly uiOffset[] _saveLayer_Points = new uiOffset[4];
static uiOffset[] _cachedPoints = new uiOffset[4];
void _saveLayer(uiRect bounds, uiPaint paint) {
D.assert(bounds.width > 0);

this._currentLayer = layer;
if (paint.backdrop != null) {
if (paint.backdrop is _BlurImageFilter) {
var filter = (_BlurImageFilter) paint.backdrop;
if (paint.backdrop is _uiBlurImageFilter) {
var filter = (_uiBlurImageFilter) paint.backdrop;
this._saveLayer_Points[0] = bounds.topLeft;
this._saveLayer_Points[1] = bounds.bottomLeft;
this._saveLayer_Points[2] = bounds.bottomRight;
this._saveLayer_Points[3] = bounds.topRight;
_cachedPoints[0] = bounds.topLeft;
_cachedPoints[1] = bounds.bottomLeft;
_cachedPoints[2] = bounds.bottomRight;
_cachedPoints[3] = bounds.topRight;
state.matrix.Value.mapPoints(this._saveLayer_Points);
state.matrix.Value.mapPoints(ref _cachedPoints);
this._saveLayer_Points[i] = new uiOffset(
(this._saveLayer_Points[i].dx - parentBounds.left) / parentBounds.width,
(this._saveLayer_Points[i].dy - parentBounds.top) / parentBounds.height
_cachedPoints[i] = new uiOffset(
(_cachedPoints[i].dx - parentBounds.left) / parentBounds.width,
(_cachedPoints[i].dy - parentBounds.top) / parentBounds.height
this._saveLayer_Points[0],
this._saveLayer_Points[1],
this._saveLayer_Points[2],
this._saveLayer_Points[3],
_cachedPoints[0],
_cachedPoints[1],
_cachedPoints[2],
_cachedPoints[3],
bounds);
var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
layer.draws.Add(renderDraw);

layer.draws.Add(CanvasShader.texRT(layer, paint, blurMesh, blurLayer));
}
}
else if (paint.backdrop is _MatrixImageFilter) {
var filter = (_MatrixImageFilter) paint.backdrop;
else if (paint.backdrop is _uiMatrixImageFilter) {
var filter = (_uiMatrixImageFilter) paint.backdrop;
this._saveLayer_Points[0] = bounds.topLeft;
this._saveLayer_Points[1] = bounds.bottomLeft;
this._saveLayer_Points[2] = bounds.bottomRight;
this._saveLayer_Points[3] = bounds.topRight;
state.matrix.Value.mapPoints(this._saveLayer_Points);
_cachedPoints[0] = bounds.topLeft;
_cachedPoints[1] = bounds.bottomLeft;
_cachedPoints[2] = bounds.bottomRight;
_cachedPoints[3] = bounds.topRight;
state.matrix.Value.mapPoints(ref _cachedPoints);
this._saveLayer_Points[i] = new uiOffset(
(this._saveLayer_Points[i].dx - parentBounds.left) / parentBounds.width,
(this._saveLayer_Points[i].dy - parentBounds.top) / parentBounds.height
_cachedPoints[i] = new uiOffset(
(_cachedPoints[i].dx - parentBounds.left) / parentBounds.width,
(_cachedPoints[i].dy - parentBounds.top) / parentBounds.height
matrix.postConcat(uiMatrix3.fromMatrix3(filter.transform));
matrix.postConcat(filter.transform);
this._saveLayer_Points[0],
this._saveLayer_Points[1],
this._saveLayer_Points[2],
this._saveLayer_Points[3],
_cachedPoints[0],
_cachedPoints[1],
_cachedPoints[2],
_cachedPoints[3],
bounds);
var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
layer.draws.Add(renderDraw);

}
void _drawImage(Image image, uiOffset offset, uiPaint paint) {
D.assert(image != null);
D.assert(image != null && image.valid);
if (image == null || !image.valid) {
return;
}
this._drawImageRect(image,
null,

}
void _drawImageRect(Image image, uiRect? src, uiRect dst, uiPaint paint) {
D.assert(image != null);
D.assert(image != null && image.valid);
if (image == null || !image.valid) {
return;
}
if (src == null) {
src = uiRectHelper.one;

}
void _drawImageNine(Image image, uiRect? src, uiRect center, uiRect dst, uiPaint paint) {
D.assert(image != null);
D.assert(image != null && image.valid);
if (image == null || !image.valid) {
return;
}
var scaleX = 1f / image.width;
var scaleY = 1f / image.height;

}
public void flush(uiPicture picture) {
if (!CanvasShader.isReady()) {
return;
}
this._resetComputeBuffer();
this._drawUIPicture(picture, false);

// this is necessary for webgl2. not sure why... just to be safe to disable the scissor.
cmdBuf.DisableScissorRect();
this._bindComputeBuffer();
Graphics.ExecuteCommandBuffer(cmdBuf);
}

if (mesh == null) {
continue;
}
D.assert(mesh.vertices.Count > 0);
cmd.meshObj.SetVertices(mesh.vertices?.data);
cmd.meshObj.SetTriangles(mesh.triangles?.data, 0, false);
cmd.meshObj.SetUVs(0, mesh.uv?.data);
if (mesh.matrix == null) {
cmd.properties.SetFloatArray(CmdDraw.matId, CmdDraw.idMat3.fMat);
}

cmd.properties.SetFloatArray(CmdDraw.matId, this._drawLayer_matArray);
}
cmdBuf.DrawMesh(cmd.meshObj, CmdDraw.idMat, cmd.material, 0, cmd.pass, cmd.properties.mpb);
D.assert(mesh.vertices.Count > 0);
if (CanvasShader.supportComputeBuffer) {
this._addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
cmd.properties.SetBuffer(CmdDraw.vertexBufferId, _computeBuffer);
cmd.properties.SetBuffer(CmdDraw.indexBufferId, _indexBuffer);
cmd.properties.SetInt(CmdDraw.startIndexId, _startIndex);
cmdBuf.DrawProcedural(Matrix4x4.identity, cmd.material, cmd.pass, MeshTopology.Triangles, mesh.triangles.Count, 1, cmd.properties.mpb);
}
else {
cmd.meshObj.SetVertices(mesh.vertices?.data);
cmd.meshObj.SetTriangles(mesh.triangles?.data, 0, false);
cmd.meshObj.SetUVs(0, mesh.uv?.data);
cmdBuf.DrawMesh(cmd.meshObj, CmdDraw.idMat, cmd.material, 0, cmd.pass, cmd.properties.mpb);
}
if (cmd.layerId != null) {
cmdBuf.SetGlobalTexture(CmdDraw.texId, BuiltinRenderTextureType.None);
}

55
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader.cs


}
}
static class CanvasShader {
static readonly MaterialByBlendModeStencilComp _convexFillMat;
static readonly MaterialByStencilComp _fill0Mat;
static readonly MaterialByBlendMode _fill1Mat;
static readonly MaterialByBlendModeStencilComp _stroke0Mat;
static readonly Material _stroke1Mat;
static readonly MaterialByBlendModeStencilComp _texMat;
static readonly Material _stencilMat;
static readonly Material _filterMat;
static readonly MaterialByBlendModeStencilComp _strokeAlphaMat;
static readonly Material _shadowBox;
static readonly Material _shadowRBox;
static partial class CanvasShader {
static MaterialByBlendModeStencilComp _convexFillMat;
static MaterialByStencilComp _fill0Mat;
static MaterialByBlendMode _fill1Mat;
static MaterialByBlendModeStencilComp _stroke0Mat;
static Material _stroke1Mat;
static MaterialByBlendModeStencilComp _texMat;
static Material _stencilMat;
static Material _filterMat;
static MaterialByBlendModeStencilComp _strokeAlphaMat;
static Material _shadowBox;
static Material _shadowRBox;
static Shader GetShader(string shaderName) {
var shader = Shader.Find(shaderName);

return shader;
}
static CanvasShader() {
var convexFillShader = GetShader("UIWidgets/canvas_convexFill");
var fill0Shader = GetShader("UIWidgets/canvas_fill0");
var fill1Shader = GetShader("UIWidgets/canvas_fill1");
var stroke0Shader = GetShader("UIWidgets/canvas_stroke0");
var stroke1Shader = GetShader("UIWidgets/canvas_stroke1");
var texShader = GetShader("UIWidgets/canvas_tex");
var stencilShader = GetShader("UIWidgets/canvas_stencil");
var filterShader = GetShader("UIWidgets/canvas_filter");
var shadowBoxShader = GetShader("UIWidgets/ShadowBox");
var shadowRBoxShader = GetShader("UIWidgets/ShadowRBox");
var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");
public static bool enableComputeBuffer = true;
public static bool supportComputeBuffer;
_convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
_fill0Mat = new MaterialByStencilComp(fill0Shader);
_fill1Mat = new MaterialByBlendMode(fill1Shader);
_stroke0Mat = new MaterialByBlendModeStencilComp(stroke0Shader);
_stroke1Mat = new Material(stroke1Shader) {hideFlags = HideFlags.HideAndDontSave};
_strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
_texMat = new MaterialByBlendModeStencilComp(texShader);
_stencilMat = new Material(stencilShader) {hideFlags = HideFlags.HideAndDontSave};
_filterMat = new Material(filterShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowBox = new Material(shadowBoxShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowRBox = new Material(shadowRBoxShader) {hideFlags = HideFlags.HideAndDontSave};
static CanvasShader() {
public static Material shadowBox => _shadowBox;
static readonly int _viewportId = Shader.PropertyToID("_viewport");
static readonly int _alphaId = Shader.PropertyToID("_alpha");

public static PictureFlusher.CmdDraw convexFill(PictureFlusher.RenderLayer layer, uiPaint paint,
uiMeshMesh mesh) {
var mat = _convexFillMat.getMaterial(paint.blendMode, layer.ignoreClip);
_getShaderPassAndProps(layer, paint, mesh.matrix, 1.0f, 0.0f, out var pass, out var props);
return PictureFlusher.CmdDraw.create(

4
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_utils.cs


public void SetFloatArray(int mid, float[] array) {
this.mpb.SetFloatArray(mid, array);
}
public void SetBuffer(int mid, ComputeBuffer buffer) {
this.mpb.SetBuffer(mid, buffer);
}
}
}

5
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shadow_utils.cs


}
var bound = path.getBounds();
var sigma = state.scale * paint.maskFilter.Value.sigma;
var sigma = state.scale * paint.maskFilter.Value.sigma / 3f;
var vertices = ObjectPool<uiList<Vector3>>.alloc();
vertices.SetCapacity(4);

ObjectPool<uiMeshMesh>.release(meshBounds);
ObjectPool<uiMeshMesh>.release(blurMesh);
var mesh = uiMeshMesh.create(state.matrix, vertices, _triangles);
layer.draws.Add(CanvasShader.fastShadow(layer, mesh, sigma, path.isRect, path.isCircle, path.rRectCorner, new Vector4(bound.left, bound.top, bound.right, bound.bottom), paint.color));
var shadowColor = paint.color.withAlpha(128);
layer.draws.Add(CanvasShader.fastShadow(layer, mesh, sigma, path.isRect, path.isCircle, path.rRectCorner, new Vector4(bound.left, bound.top, bound.right, bound.bottom), shadowColor));
}
}

3
Runtime/ui/renderer/cmdbufferCanvas/rendering/render_cmd.cs


public static readonly Matrix3 idMat3 = Matrix3.I();
public static readonly int texId = Shader.PropertyToID("_tex");
public static readonly int matId = Shader.PropertyToID("_mat");
public static readonly int vertexBufferId = Shader.PropertyToID("databuffer");
public static readonly int indexBufferId = Shader.PropertyToID("indexbuffer");
public static readonly int startIndexId = Shader.PropertyToID("_startVertex");
public override void clear() {

20
Runtime/ui/renderer/common/geometry/matrix/ui_matrix_utils.cs


namespace Unity.UIWidgets.ui {
public partial struct uiMatrix3 {
public void mapPoints(uiOffset[] dst, uiOffset[] src) {
public void mapPoints(ref uiOffset[] dst, ref uiOffset[] src) {
this._getMapPtsProc()(this, dst, src, src.Length);
this._getMapPtsProc()(this, ref dst, ref src, src.Length);
public void mapPoints(uiOffset[] pts) {
this.mapPoints(pts, pts);
public void mapPoints(ref uiOffset[] pts) {
this.mapPoints(ref pts, ref pts);
delegate void MapPtsProc(uiMatrix3 mat, uiOffset[] dst, uiOffset[] src, int count);
delegate void MapPtsProc(uiMatrix3 mat, ref uiOffset[] dst, ref uiOffset[] src, int count);
static readonly MapPtsProc[] gMapPtsProcs = {
Identity_pts, Trans_pts,

return GetMapPtsProc(this._getType());
}
static void Identity_pts(uiMatrix3 m, uiOffset[] dst, uiOffset[] src, int count) {
static void Identity_pts(uiMatrix3 m, ref uiOffset[] dst, ref uiOffset[] src, int count) {
D.assert(m._getType() == 0);
if (dst != src && count > 0) {

static void Trans_pts(uiMatrix3 m, uiOffset[] dst, uiOffset[] src, int count) {
static void Trans_pts(uiMatrix3 m, ref uiOffset[] dst, ref uiOffset[] src, int count) {
D.assert(m._getType() <= TypeMask.kTranslate_Mask);
if (count > 0) {
var tx = m.getTranslateX();

}
}
static void Scale_pts(uiMatrix3 m, uiOffset[] dst, uiOffset[] src, int count) {
static void Scale_pts(uiMatrix3 m, ref uiOffset[] dst, ref uiOffset[] src, int count) {
D.assert(m._getType() <= (TypeMask.kScale_Mask | TypeMask.kTranslate_Mask));
if (count > 0) {
var tx = m.getTranslateX();

}
}
static void Persp_pts(uiMatrix3 m, uiOffset[] dst, uiOffset[] src, int count) {
static void Persp_pts(uiMatrix3 m, ref uiOffset[] dst, ref uiOffset[] src, int count) {
D.assert(m._hasPerspective());
if (count > 0) {

}
}
static void Affine_pts(uiMatrix3 m, uiOffset[] dst, uiOffset[] src, int count) {
static void Affine_pts(uiMatrix3 m, ref uiOffset[] dst, ref uiOffset[] src, int count) {
D.assert(m._getType() != TypeMask.kPerspective_Mask);
if (count > 0) {
var tx = m.getTranslateX();

2
Runtime/widgets/page_view.cs


public readonly float viewportFraction;
public float page {
public virtual float page {
get {
D.assert(this.positions.isNotEmpty(),
() => "PageController.page cannot be accessed before a PageView is built with it."

8
Runtime/widgets/scroll_position.cs


float? _maxScrollExtent;
public bool hasMinScrollExtent {
get { return this._minScrollExtent != null; }
}
public bool hasMaxScrollExtent {
get { return this._maxScrollExtent != null; }
}
public override float pixels {
get {
D.assert(this._pixels != null);

4
Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader


//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader

Blend [_SrcBlend] [_DstBlend]
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128

4
Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader


//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader

Blend [_SrcBlend] [_DstBlend]
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128

8
Runtime/Resources/shaders.meta


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98
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs


using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Unity.UIWidgets.ui {
public partial class PictureFlusher {
struct uiVertex
{
public Vector2 position;
public Vector2 uv;
}
static ComputeBuffer _computeBuffer;
static List<uiVertex> _vertices;
static ComputeBuffer _indexBuffer;
static List<int> _indices;
static int _startVertex;
static int _startIndex;
static int _instanceNum;
public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
static void _releaseComputeBuffer() {
if (!CanvasShader.supportComputeBuffer) {
return;
}
if (_computeBuffer == null) {
return;
}
if (_instanceNum != 0) {
return;
}
_computeBuffer.Dispose();
_indexBuffer.Dispose();
_vertices = null;
_indices = null;
_computeBuffer = null;
_indexBuffer = null;
}
void _initComputeBuffer() {
var stride = Marshal.SizeOf(typeof(uiVertex));
var strideIndex = Marshal.SizeOf(typeof(int));
_computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);
_vertices = new List<uiVertex>();
_indexBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, strideIndex);
_indices = new List<int>();
}
void _resetComputeBuffer() {
if (!CanvasShader.supportComputeBuffer) return;
if (_computeBuffer == null) {
this._initComputeBuffer();
}
_vertices.Clear();
_indices.Clear();
_startVertex = 0;
_startIndex = 0;
}
void _bindComputeBuffer() {
if (!CanvasShader.supportComputeBuffer) return;
_computeBuffer.SetData(_vertices);
_indexBuffer.SetData(_indices);
}
void _addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
if (!CanvasShader.supportComputeBuffer) return;
_startVertex = _vertices.Count;
_startIndex = _indices.Count;
var hasUv = uv != null;
for (int i = 0; i < vertex.Count; i++) {
_vertices.Add(new uiVertex {
position = new Vector2(vertex[i].x, vertex[i].y),
uv = hasUv ? uv[i] : Vector2.zero
});
}
foreach (var triangleId in triangles) {
_indices.Add(triangleId + _startVertex);
}
}
}
}

11
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs.meta


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136
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs


using System;
using Unity.UIWidgets.foundation;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
enum InitStage {
NotPrepared,
Prepared,
Ready
}
static partial class CanvasShader {
static InitStage initStage = InitStage.NotPrepared;
static int initialFrameCount;
static Shader testShader;
const string testShaderName = "UIWidgets/canvas_convexFill_cb";
static bool OnNotPrepared() {
initStage = InitStage.Prepared;
initialFrameCount = Time.frameCount;
testShader = GetShader(testShaderName);
var material = new Material(testShader);
//for Unity 2018 or below, shader is compiled after Shader.Find() call immediately,
//therefore we can just skip the manually preload if the compilation fails
if (!material.shader.isSupported) {
ObjectUtils.SafeDestroy(material);
return OnPrepared(true);
}
using (var cmdBuf = new CommandBuffer()) {
var renderTarget = new RenderTexture(1, 1, 1);
cmdBuf.SetRenderTarget(renderTarget);
var mesh = new Mesh {
vertices = new[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)},
uv = new[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)},
triangles = new[] {0, 1, 2}
};
cmdBuf.DrawMesh(mesh, Matrix4x4.identity, material);
cmdBuf.DisableScissorRect();
Graphics.ExecuteCommandBuffer(cmdBuf);
ObjectUtils.SafeDestroy(renderTarget);
ObjectUtils.SafeDestroy(mesh);
}
ObjectUtils.SafeDestroy(material);
return false;
}
static bool OnPrepared(bool forceReady = false) {
D.assert(initStage == InitStage.Prepared);
if (!forceReady && initialFrameCount >= Time.frameCount) {
return false;
}
initStage = InitStage.Ready;
DoPrepare();
return true;
}
static void DoPrepare() {
D.assert(testShader != null);
var isShaderSupported = testShader.isSupported;
testShader = null;
supportComputeBuffer = enableComputeBuffer && SystemInfo.supportsComputeShaders && isShaderSupported;
if (!supportComputeBuffer) {
var convexFillShader = GetShader("UIWidgets/canvas_convexFill");
var fill0Shader = GetShader("UIWidgets/canvas_fill0");
var fill1Shader = GetShader("UIWidgets/canvas_fill1");
var stroke0Shader = GetShader("UIWidgets/canvas_stroke0");
var stroke1Shader = GetShader("UIWidgets/canvas_stroke1");
var texShader = GetShader("UIWidgets/canvas_tex");
var stencilShader = GetShader("UIWidgets/canvas_stencil");
var filterShader = GetShader("UIWidgets/canvas_filter");
var shadowBoxShader = GetShader("UIWidgets/ShadowBox");
var shadowRBoxShader = GetShader("UIWidgets/ShadowRBox");
var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");
_convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
_fill0Mat = new MaterialByStencilComp(fill0Shader);
_fill1Mat = new MaterialByBlendMode(fill1Shader);
_stroke0Mat = new MaterialByBlendModeStencilComp(stroke0Shader);
_stroke1Mat = new Material(stroke1Shader) {hideFlags = HideFlags.HideAndDontSave};
_strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
_texMat = new MaterialByBlendModeStencilComp(texShader);
_stencilMat = new Material(stencilShader) {hideFlags = HideFlags.HideAndDontSave};
_filterMat = new Material(filterShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowBox = new Material(shadowBoxShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowRBox = new Material(shadowRBoxShader) {hideFlags = HideFlags.HideAndDontSave};
}
else {
var convexFillShaderCompute = GetShader("UIWidgets/canvas_convexFill_cb");
var fill0ShaderCompute = GetShader("UIWidgets/canvas_fill0_cb");
var fill1ShaderCompute = GetShader("UIWidgets/canvas_fill1_cb");
var stroke0ShaderCompute = GetShader("UIWidgets/canvas_stroke0_cb");
var stroke1ShaderCompute = GetShader("UIWidgets/canvas_stroke1_cb");
var texShaderCompute = GetShader("UIWidgets/canvas_tex_cb");
var stencilShaderCompute = GetShader("UIWidgets/canvas_stencil_cb");
var filterShaderCompute = GetShader("UIWidgets/canvas_filter_cb");
var shadowBoxShaderCompute = GetShader("UIWidgets/ShadowBox_cb");
var shadowRBoxShaderCompute = GetShader("UIWidgets/ShadowRBox_cb");
var strokeAlphaShaderCompute = GetShader("UIWidgets/canvas_strokeAlpha_cb");
_convexFillMat = new MaterialByBlendModeStencilComp(convexFillShaderCompute);
_fill0Mat = new MaterialByStencilComp(fill0ShaderCompute);
_fill1Mat = new MaterialByBlendMode(fill1ShaderCompute);
_stroke0Mat = new MaterialByBlendModeStencilComp(stroke0ShaderCompute);
_stroke1Mat = new Material(stroke1ShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShaderCompute);
_texMat = new MaterialByBlendModeStencilComp(texShaderCompute);
_stencilMat = new Material(stencilShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_filterMat = new Material(filterShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_shadowBox = new Material(shadowBoxShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_shadowRBox = new Material(shadowRBoxShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
}
}
public static bool isReady() {
switch (initStage) {
case InitStage.NotPrepared:
return OnNotPrepared();
case InitStage.Prepared:
return OnPrepared();
case InitStage.Ready:
return true;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}

11
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs.meta


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Runtime/Resources/shaders/UIWidgets_GUITexture.shader.meta


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Runtime/Resources/shaders/UIWidgets_UIDefault.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas.cginc.meta


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Runtime/Resources/shaders/UIWidgets_canvas_convexFill.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_fill0.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_fill1.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_filter.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_stencil.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_stroke0.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_stroke1.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_strokeAlpha.shader.meta


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Runtime/Resources/shaders/UIWidgets_canvas_tex.shader.meta


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8
Runtime/Resources/shaders/computebuffer.meta


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27
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_cb.cginc


struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
v2f vert_compute (uint vertex_id: SV_VertexID)
{
v2f o = (v2f)0;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
o.ftcoord = v.uv;
o.fpos = v.vertex;
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(v.vertex.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}

76
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_convexFill_cb.shader


Shader "UIWidgets/canvas_convexFill_cb"
{
Properties
{
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

33
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill0_cb.shader


Shader "UIWidgets/canvas_fill0_cb"
{
Properties {
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Cull Off
ColorMask 0
Stencil {
Ref 128
CompFront [_StencilComp]
CompBack [_StencilComp]
ReadMask 128
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
Pass {
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

76
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill1_cb.shader


Shader "UIWidgets/canvas_fill1_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

20
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_filter_cb.shader


Shader "UIWidgets/canvas_filter_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, mask filter
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_mf
ENDCG
}
}
}

62
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stencil_cb.shader


Shader "UIWidgets/canvas_stencil_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, stencil clear
ColorMask 0
Stencil {
Ref 128
Pass Replace
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
Pass { // 1, stencil intersect 0
Cull Off
ColorMask 0
Stencil {
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
Pass { // 2, stencil intersect 1
ColorMask 0
Stencil {
Ref 128
Comp Less
Pass Replace
Fail Zero
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

75
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke0_cb.shader


Shader "UIWidgets/canvas_stroke0_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

29
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke1_cb.shader


Shader "UIWidgets/canvas_stroke1_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
ColorMask 0
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass {
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

75
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_strokeAlpha_cb.shader


Shader "UIWidgets/canvas_strokeAlpha_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
}
}

74
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_tex_cb.shader


Shader "UIWidgets/canvas_tex_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
}
}

9
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_cb.cginc.meta


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9
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_convexFill_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill0_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_fill1_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_filter_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stencil_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke0_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_stroke1_cb.shader.meta


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9
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_strokeAlpha_cb.shader.meta


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Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowBox_cb.shader.meta


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9
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowRBox_cb.shader.meta


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90
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowBox_cb.shader


Shader "UIWidgets/ShadowBox_cb"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
#pragma require compute
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _mat[9];
struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float4 erf(float4 x)
{
float4 s = sign(x);
float4 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float boxShadow(float2 lower, float2 upper, float2 pnt, float sigma)
{
float4 query = float4(pnt - lower, pnt - upper);
float4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma));
return (integral.z - integral.x) * (integral.w - integral.y);
}
v2f vert(uint vertex_id: SV_VertexID){
v2f o;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * boxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

123
Runtime/Resources/shaders/computebuffer/UIWidgets_canvas_shadowRBox_cb.shader


Shader "UIWidgets/ShadowRBox_cb"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
#pragma require compute
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _sb_corner;
float _mat[9];
struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float gaussian(float x, float sigma)
{
float pi = 3.141592653589793;
return exp(-(x*x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}
float2 erf(float2 x)
{
float2 s = sign(x);
float2 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float roundedBoxShadowX(float x, float y, float sigma, float corner, float2 halfSize)
{
float delta = min(halfSize.y - corner - abs(y), 0.0);
float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5)/sigma));
return integral.y - integral.x;
}
float roundedBoxShadow(float2 lower, float2 upper, float2 pnt, float sigma, float corner)
{
float2 center = (lower + upper) * 0.5;
float2 halfSize = (upper - lower) * 0.5;
pnt -= center;
float low = pnt.y - halfSize.y;
float high = pnt.y + halfSize.y;
float start = clamp(-3.0 * sigma, low, high);
float end = clamp(3.0 * sigma, low, high);
float step = (end - start) / 4.0;
float y = start + step * 0.5;
float value = 0.0;
for(int i=0; i<4;i++)
{
value += roundedBoxShadowX(pnt.x, pnt.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step;
y += step;
}
return value;
}
v2f vert(uint vertex_id: SV_VertexID){
v2f o;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * roundedBoxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma, _sb_corner);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

3
Runtime/Resources/UIWidgets_GUITexture.shader.meta


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Runtime/Resources/UIWidgets_UIDefault.shader.meta


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/Runtime/Resources/UIWidgets_GUITexture.shader → /Runtime/Resources/shaders/UIWidgets_GUITexture.shader

/Runtime/Resources/UIWidgets_UIDefault.shader → /Runtime/Resources/shaders/UIWidgets_UIDefault.shader

/Runtime/Resources/UIWidgets_canvas_fill1.shader → /Runtime/Resources/shaders/UIWidgets_canvas_fill1.shader

/Runtime/Resources/UIWidgets_canvas_filter.shader → /Runtime/Resources/shaders/UIWidgets_canvas_filter.shader

/Runtime/Resources/UIWidgets_canvas_stencil.shader → /Runtime/Resources/shaders/UIWidgets_canvas_stencil.shader

/Runtime/Resources/UIWidgets_canvas_stroke1.shader → /Runtime/Resources/shaders/UIWidgets_canvas_stroke1.shader

/Runtime/Resources/UIWidgets_canvas_convexFill.shader → /Runtime/Resources/shaders/UIWidgets_canvas_convexFill.shader

/Runtime/Resources/UIWidgets_canvas_fill0.shader → /Runtime/Resources/shaders/UIWidgets_canvas_fill0.shader

/Runtime/Resources/UIWidgets_canvas_stroke0.shader → /Runtime/Resources/shaders/UIWidgets_canvas_stroke0.shader

/Runtime/Resources/UIWidgets_canvas_tex.shader → /Runtime/Resources/shaders/UIWidgets_canvas_tex.shader

/Runtime/Resources/UIWidgets_canvas.cginc → /Runtime/Resources/shaders/UIWidgets_canvas.cginc

/Runtime/Resources/UIWidgets_canvas_shadowBox.shader → /Runtime/Resources/shaders/UIWidgets_canvas_shadowBox.shader

/Runtime/Resources/UIWidgets_canvas_shadowRBox.shader → /Runtime/Resources/shaders/UIWidgets_canvas_shadowRBox.shader

/Runtime/Resources/UIWidgets_canvas_strokeAlpha.shader → /Runtime/Resources/shaders/UIWidgets_canvas_strokeAlpha.shader

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