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feat: add fields located outside the Properties block in the shader as Animatable Properties
close #399
This commit is contained in:
@@ -3,15 +3,19 @@ using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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using ShaderPropertyType = Coffee.UIExtensions.AnimatableProperty.ShaderPropertyType;
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namespace Coffee.UIExtensions
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{
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internal static class AnimatablePropertyEditor
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{
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private static readonly GUIContent s_ContentNothing = new GUIContent("Nothing");
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private static readonly GUIContent s_ContentCustom = new GUIContent("Add Custom...");
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private static readonly List<string> s_ActiveNames = new List<string>();
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private static readonly StringBuilder s_Sb = new StringBuilder();
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private static readonly HashSet<string> s_Names = new HashSet<string>();
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private static ShaderProperty s_CustomProperty = new ShaderProperty("", ShaderPropertyType.None);
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private static bool s_ShowCustomProperty = false;
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private static string CollectActiveNames(SerializedProperty sp, List<string> result)
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{
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@@ -51,8 +55,19 @@ namespace Coffee.UIExtensions
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? "-"
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: CollectActiveNames(sp, s_ActiveNames);
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if (!GUI.Button(rect, text, EditorStyles.popup)) return;
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if (GUI.Button(rect, text, EditorStyles.popup))
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{
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ShowMenu(sp, mats);
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}
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if (s_ShowCustomProperty)
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{
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DrawCustomProperty(sp, ref s_CustomProperty);
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}
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}
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private static void ShowMenu(SerializedProperty sp, List<Material> mats)
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{
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var gm = new GenericMenu();
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gm.AddItem(s_ContentNothing, s_ActiveNames.Count == 0, x =>
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{
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@@ -61,13 +76,20 @@ namespace Coffee.UIExtensions
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current.serializedObject.ApplyModifiedProperties();
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}, sp);
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gm.AddItem(s_ContentCustom, s_ShowCustomProperty, () =>
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{
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s_ShowCustomProperty = !s_ShowCustomProperty;
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s_CustomProperty.Reset();
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});
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gm.AddSeparator("");
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if (!sp.hasMultipleDifferentValues)
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{
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for (var i = 0; i < sp.arraySize; i++)
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{
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var p = sp.GetArrayElementAtIndex(i);
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var name = p.FindPropertyRelative("m_Name").stringValue;
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var type = (AnimatableProperty.ShaderPropertyType)p.FindPropertyRelative("m_Type").intValue;
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var type = (ShaderPropertyType)p.FindPropertyRelative("m_Type").intValue;
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AddMenu(gm, sp, new ShaderProperty(name, type), false);
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}
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}
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@@ -86,16 +108,16 @@ namespace Coffee.UIExtensions
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{
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#if UNITY_6000_5_OR_NEWER
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var name = mat.shader.GetPropertyName(i);
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var type = (AnimatableProperty.ShaderPropertyType)mat.shader.GetPropertyType(i);
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var type = (ShaderPropertyType)mat.shader.GetPropertyType(i);
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#else
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var name = ShaderUtil.GetPropertyName(mat.shader, i);
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var type = (AnimatableProperty.ShaderPropertyType)ShaderUtil.GetPropertyType(mat.shader, i);
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var type = (ShaderPropertyType)ShaderUtil.GetPropertyType(mat.shader, i);
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#endif
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if (!s_Names.Add(name)) continue;
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AddMenu(gm, sp, new ShaderProperty(name, type), true);
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if (type != AnimatableProperty.ShaderPropertyType.Texture) continue;
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if (type != ShaderPropertyType.Texture) continue;
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AddMenu(gm, sp, new ShaderProperty($"{name}_ST"), true);
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AddMenu(gm, sp, new ShaderProperty($"{name}_HDR"), true);
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@@ -111,7 +133,35 @@ namespace Coffee.UIExtensions
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if (add && s_ActiveNames.Contains(prop.name)) return;
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var label = new GUIContent($"{prop.name} ({prop.type})");
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menu.AddItem(label, s_ActiveNames.Contains(prop.name), () =>
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menu.AddItem(label, s_ActiveNames.Contains(prop.name), () => AddProp(sp, prop));
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}
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private static void DrawCustomProperty(SerializedProperty sp, ref ShaderProperty prop)
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{
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var r = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight + 8);
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r.xMin += 60;
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GUI.Label(r, (Texture)null, EditorStyles.helpBox);
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r = new Rect(r.x + 4, r.y + 4, r.width - 8 - 100 - 16, r.height - 8);
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prop.name = EditorGUI.TextField(r, prop.name);
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r.x += r.width + 2;
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r.width = 100 - 2;
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prop.type = (ShaderPropertyType)EditorGUI.EnumPopup(r, prop.type);
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r.x += r.width;
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r.width = 16;
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EditorGUI.BeginDisabledGroup(!prop.IsValid(s_ActiveNames));
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if (GUI.Button(r, EditorGUIUtility.IconContent("Toolbar Plus"), EditorStyles.label))
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{
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GUI.FocusControl("");
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AddProp(sp, prop);
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prop.Reset();
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}
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EditorGUI.EndDisabledGroup();
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}
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private static void AddProp(SerializedProperty sp, ShaderProperty prop)
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{
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var index = s_ActiveNames.IndexOf(prop.name);
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if (0 <= index)
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@@ -127,25 +177,38 @@ namespace Coffee.UIExtensions
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}
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sp.serializedObject.ApplyModifiedProperties();
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});
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}
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private struct ShaderProperty
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{
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public readonly string name;
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public readonly AnimatableProperty.ShaderPropertyType type;
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public string name;
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public ShaderPropertyType type;
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public ShaderProperty(string name)
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{
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this.name = name;
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type = AnimatableProperty.ShaderPropertyType.Vector;
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type = ShaderPropertyType.Vector;
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}
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public ShaderProperty(string name, AnimatableProperty.ShaderPropertyType type)
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public ShaderProperty(string name, ShaderPropertyType type)
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{
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this.name = name;
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this.type = type;
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}
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public void Reset()
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{
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name = "";
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type = ShaderPropertyType.None;
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}
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public bool IsValid(List<string> activeNames)
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{
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if (string.IsNullOrEmpty(name)) return false;
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if (type == ShaderPropertyType.None) return false;
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if (activeNames.Contains(name)) return false;
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return true;
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}
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}
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}
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}
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@@ -164,6 +164,12 @@ _This package requires **Unity 2018.3 or later**._
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- **Scale**: Scale the rendering particles. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
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- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
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use this to mark as animatable.
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> [!TIPS]
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> (Unity 2021.1 or later) **Custom Animatable Properties**
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> From the `Add Custom...` menu in `Animatable Properties`, you can add fields located outside the `Properties` block in the shader as `Animatable Properties`.
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> This allows `Matrix`, `Matrix Array`, `Float Array`, and `Vector Array` values modified by the `ParticleSystemRenderer.SetPropertyBlock` method to be automatically reflected in UIParticle.
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- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
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be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
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- **None:** Disable mesh sharing.
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@@ -8,11 +8,18 @@ namespace Coffee.UIExtensions
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{
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public enum ShaderPropertyType
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{
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None = -1,
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Color,
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Vector,
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Float,
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Range,
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Texture
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Texture,
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Int,
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Matrix = 100,
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MatrixArray = 101,
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FloatArray = 102,
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VectorArray = 103,
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}
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[SerializeField] private string m_Name = "";
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@@ -32,7 +39,11 @@ namespace Coffee.UIExtensions
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public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
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{
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#if UNITY_2021_1_OR_NEWER
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if (!mpb.HasProperty(id)) return;
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#else
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if (!material.HasProperty(id)) return;
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#endif
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switch (type)
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{
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@@ -49,6 +60,21 @@ namespace Coffee.UIExtensions
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case ShaderPropertyType.Texture:
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material.SetTexture(id, mpb.GetTexture(id));
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break;
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case ShaderPropertyType.Int:
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material.SetInt(id, mpb.GetInt(id));
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break;
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case ShaderPropertyType.Matrix:
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material.SetMatrix(id, mpb.GetMatrix(id));
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break;
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case ShaderPropertyType.MatrixArray:
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material.SetMatrixArray(id, mpb.GetMatrixArray(id));
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break;
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case ShaderPropertyType.FloatArray:
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material.SetFloatArray(id, mpb.GetFloatArray(id));
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break;
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case ShaderPropertyType.VectorArray:
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material.SetVectorArray(id, mpb.GetVectorArray(id));
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break;
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}
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}
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}
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32
Packages/src/Samples~/Demo/Animations/ColorArrayInjection.cs
Normal file
32
Packages/src/Samples~/Demo/Animations/ColorArrayInjection.cs
Normal file
@@ -0,0 +1,32 @@
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using System.Linq;
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using UnityEngine;
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[RequireComponent(typeof(ParticleSystemRenderer))]
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public class ColorArrayInjection : MonoBehaviour
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{
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[SerializeField] private string m_PropertyName = "_Color2";
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[SerializeField] private Color[] m_Colors = new Color[4]
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{
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Color.red,
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Color.green,
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Color.blue,
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Color.yellow
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};
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private void OnEnable()
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{
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if (TryGetComponent<ParticleSystemRenderer>(out var psr))
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{
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var mpb = new MaterialPropertyBlock();
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psr.GetPropertyBlock(mpb);
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mpb.SetVectorArray(m_PropertyName, m_Colors.Select(x => new Vector4(x.r, x.g, x.b, 1.0f)).ToArray());
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psr.SetPropertyBlock(mpb);
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}
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}
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private void OnValidate()
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{
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OnEnable();
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: da4c2e90ecd3d4dd4a520099c08cf493
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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160
Packages/src/Samples~/Demo/Materials/UIAdditive+Color.shader
Normal file
160
Packages/src/Samples~/Demo/Materials/UIAdditive+Color.shader
Normal file
@@ -0,0 +1,160 @@
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Shader "UI/Additive And Color"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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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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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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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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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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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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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One One
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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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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#include "UnityUI.cginc"
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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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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 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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{
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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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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _TextureSampleAdd;
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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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#define LENGTH 4
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float4 _Color2[4];
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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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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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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.vertex = vPosition;
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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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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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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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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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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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fixed3 fc = _Color2[floor(color.r*LENGTH-0.01)].rgb;
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if (0.1 < fc.r || 0.1 < fc.g || 0.1 < fc.b)
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{
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color.rgb = fc;
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}
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color.rgb *= color.a;
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return color;
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}
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ENDCG
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||||
}
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||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
|
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guid: 9cc9ed37ff19d40e684526abbc1d44a6
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ShaderImporter:
|
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externalObjects: {}
|
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defaultTextures: []
|
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nonModifiableTextures: []
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
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@@ -0,0 +1,90 @@
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||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: UIParticle_Demo_Animatable+Color
|
||||
m_Shader: {fileID: 4800000, guid: 9cc9ed37ff19d40e684526abbc1d44a6, type: 3}
|
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m_Parent: {fileID: 0}
|
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m_ModifiedSerializedProperties: 0
|
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m_ValidKeywords: []
|
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m_InvalidKeywords: []
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
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stringTagMap: {}
|
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disabledShaderPasses: []
|
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m_LockedProperties:
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assetBundleVariant:
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m_PrefabAsset: {fileID: 0}
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m_Name: UIParticle_Demo_Animatable
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m_Shader: {fileID: 4800000, guid: ecfa8f5732b504ef98fba10aa18d0326, type: 3}
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m_ShaderKeywords:
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- {fileID: 198637387440798640}
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- component: {fileID: 199176884810573912}
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- component: {fileID: 222047182059782320}
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- component: {fileID: 95475093951880840}
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- component: {fileID: 3543952012814938654}
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m_Name: UvAnimParticle
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--- !u!114 &3543952012814938654
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m_Name:
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m_EditorClassIdentifier:
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m_PropertyName: _Color2
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- {r: 0, g: 0, b: 1, a: 1}
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- {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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Reference in New Issue
Block a user