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145
Assets/Plugins/FairyGUI/Resources/Shaders/FairyGUI-Text.shader
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145
Assets/Plugins/FairyGUI/Resources/Shaders/FairyGUI-Text.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FairyGUI/Text"
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{
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Properties
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{
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_MainTex ("Alpha (A)", 2D) = "white" {}
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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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_BlendSrcFactor ("Blend SrcFactor", Float) = 5
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_BlendDstFactor ("Blend DstFactor", Float) = 10
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}
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SubShader
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{
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LOD 100
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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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}
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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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Fog { Mode Off }
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Blend [_BlendSrcFactor] [_BlendDstFactor]
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma multi_compile _ GRAYED
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#pragma multi_compile _ CLIPPED SOFT_CLIPPED
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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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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float4 texcoord : TEXCOORD0;
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#ifdef CLIPPED
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float2 clipPos : TEXCOORD1;
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#endif
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#ifdef SOFT_CLIPPED
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float2 clipPos : TEXCOORD1;
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#endif
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};
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sampler2D _MainTex;
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CBUFFER_START(UnityPerMaterial)
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#ifdef CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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#endif
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#ifdef SOFT_CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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float4 _ClipSoftness = float4(0, 0, 0, 0);
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#endif
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CBUFFER_END
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
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o.color.rgb = GammaToLinearSpace(v.color.rgb);
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o.color.a = v.color.a;
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#else
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o.color = v.color;
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#endif
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#ifdef CLIPPED
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o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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#ifdef SOFT_CLIPPED
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o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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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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#ifdef GRAYED
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fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
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col.rgb = fixed3(grey, grey, grey);
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#endif
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#ifdef SOFT_CLIPPED
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float2 factor;
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float2 condition = step(i.clipPos.xy, 0);
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float4 clip_softness = _ClipSoftness * float4(condition, 1 - condition);
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factor.xy = (1.0 - abs(i.clipPos.xy)) * (clip_softness.xw + clip_softness.zy);
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col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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#endif
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#ifdef CLIPPED
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float2 factor = abs(i.clipPos);
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col.a *= step(max(factor.x, factor.y), 1);
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#endif
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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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