修改UI
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@@ -81,6 +81,9 @@ Properties {
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_BlendSrcFactor ("Blend SrcFactor", Float) = 1
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_BlendDstFactor ("Blend DstFactor", Float) = 10
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}
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SubShader {
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@@ -106,7 +109,8 @@ SubShader {
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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Blend [_BlendSrcFactor] [_BlendDstFactor]
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ColorMask [_ColorMask]
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Pass {
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@@ -120,8 +124,8 @@ SubShader {
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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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#pragma multi_compile NOT_GRAYED GRAYED
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#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
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#pragma multi_compile _ GRAYED
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#pragma multi_compile _ CLIPPED SOFT_CLIPPED
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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@@ -455,26 +459,20 @@ SubShader {
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#endif
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#ifdef SOFT_CLIPPED
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float2 factor = float2(0,0);
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if(input.mask.x<0)
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factor.x = (1.0-abs(input.mask.x)) * _ClipSoftness.x;
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else
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factor.x = (1.0-input.mask.x) * _ClipSoftness.z;
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if(input.mask.y<0)
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factor.y = (1.0-abs(input.mask.y)) * _ClipSoftness.w;
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else
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factor.y = (1.0-input.mask.y) * _ClipSoftness.y;
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float2 factor;
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float2 condition = step(input.mask.xy, 0);
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float4 clip_softness = _ClipSoftness * float4(condition, 1 - condition);
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factor.xy = (1.0 - abs(input.mask.xy)) * (clip_softness.xw + clip_softness.zy);
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faceColor.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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return faceColor * input.color.a;
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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//Fallback "TextMeshPro/Mobile/Distance Field"
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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