You've already forked ParticleEffectForUGUI
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https://github.com/mob-sakai/ParticleEffectForUGUI.git
synced 2026-06-26 16:33:44 +00:00
fix: UI/Additive shader does not support RectMask2D softness.
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@@ -40,12 +40,8 @@
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Lighting Off
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Lighting Off
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ZWrite Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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ZTest [unity_GUIZTestMode]
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Fog
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Fog { Mode Off }
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{
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Mode Off
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}
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Blend One One
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Blend One One
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ColorMask [_ColorMask]
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ColorMask [_ColorMask]
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Pass
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Pass
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@@ -76,6 +72,7 @@
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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@@ -84,16 +81,43 @@
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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fixed4 _TextureSampleAdd;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _ClipRect;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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half3 _UIGammaToLinear(half3 value)
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{
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half3 low = 0.0849710 * value - 0.000163029;
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half3 high = value * (value * (value * 0.265885 + 0.736584) - 0.00980184) + 0.00319697;
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// We should be 0.5 away from any actual gamma value stored in an 8 bit channel
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const half3 split = (half3)0.0725490; // Equals 18.5 / 255
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return (value < split) ? low : high;
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}
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v2f vert(appdata_t v)
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v2f vert(appdata_t v)
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{
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{
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v2f OUT;
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.vertex = vPosition;
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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if (_UIVertexColorAlwaysGammaSpace)
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{
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#ifndef UNITY_COLORSPACE_GAMMA
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v.color.rgb = _UIGammaToLinear(v.color.rgb);
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#endif
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}
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OUT.color = v.color * _Color;
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OUT.color = v.color * _Color;
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return OUT;
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return OUT;
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@@ -101,10 +125,18 @@
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fixed4 frag(v2f IN) : SV_Target
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fixed4 frag(v2f IN) : SV_Target
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{
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0 / alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
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half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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#ifdef UNITY_UI_CLIP_RECT
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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#ifdef UNITY_UI_ALPHACLIP
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@@ -112,6 +144,7 @@
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#endif
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#endif
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color.rgb *= color.a;
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color.rgb *= color.a;
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return color;
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return color;
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}
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}
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ENDCG
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ENDCG
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