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113
Assets/3rd/UIEffect/Resources/UIEffect.shader
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113
Assets/3rd/UIEffect/Resources/UIEffect.shader
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Shader "Hidden/UI/Default (UIEffect)"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Main 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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_ParamTex ("Parameter Texture", 2D) = "white" {}
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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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Blend SrcAlpha OneMinusSrcAlpha
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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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#if !defined(SHADER_API_D3D11_9X) && !defined(SHADER_API_D3D9)
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#pragma target 2.0
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#else
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#pragma target 3.0
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#endif
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#pragma multi_compile __ GRAYSCALE SEPIA NEGA PIXEL
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#pragma multi_compile __ ADD SUBTRACT FILL
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#pragma multi_compile __ FASTBLUR MEDIUMBLUR DETAILBLUR
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#pragma multi_compile __ EX
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#define UI_EFFECT 1
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#include "UIEffect.cginc"
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#include "UIEffectSprite.cginc"
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 param = tex2D(_ParamTex, float2(0.25, IN.eParam));
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fixed effectFactor = param.x;
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fixed colorFactor = param.y;
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fixed blurFactor = param.z;
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#if PIXEL
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half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw);
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IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize;
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#endif
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#if defined(UI_BLUR) && EX
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half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd);
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#elif defined(UI_BLUR)
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half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd);
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#else
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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#endif
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#if UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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#if defined (UI_TONE)
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color = ApplyToneEffect(color, effectFactor);
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#endif
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color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
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color.a *= IN.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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}
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}
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