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70 行
2.2 KiB
70 行
2.2 KiB
Shader "UIWidgets/Text Shader" {
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Properties {
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_MainTex ("Font Texture", 2D) = "white" {}
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_Color ("Text Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags {
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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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}
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Lighting Off Cull Off ZTest Always ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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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 multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 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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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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#include "UIWidgets_CG.cginc"
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 eyePos = UnityObjectToViewPos(v.vertex);
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o.color = v.color * _Color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(eyePos.xy, 0, 1.0));
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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 = i.color;
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col.a *= tex2D(_MainTex, i.texcoord).a;
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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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