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63 行
1.8 KiB
63 行
1.8 KiB
Shader "UIWidgets/2D Handles Lines" {
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Properties
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{
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_MainTex ("Texture", Any) = "white" {}
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_HandleZTest ("_HandleZTest", Int) = 8 // Always
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}
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SubShader {
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Tags { "ForceSupported" = "True" }
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest [_HandleZTest]
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BindChannels {
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Bind "vertex", vertex
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Bind "color", color
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Bind "TexCoord", texcoord
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}
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Pass {
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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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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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float4 clipUV : TEXCOORD1;
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};
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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#include "UIWidgets_CG.cginc"
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v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0, float4 color : COLOR0)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(vertex);
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float3 screenUV = UnityObjectToViewPos(vertex);
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o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(screenUV.xy, 0, 1.0));
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o.color = color;
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o.uv = TRANSFORM_TEX(uv, _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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{
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fixed4 col = tex2D(_MainTex, i.uv) * i.color;
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float pixelScale = 1.0f / abs(ddx(i.clipUV.x));
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col.a *= getClipAlpha(i.clipUV, pixelScale);
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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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