chore: add project scaffolding, third-party assets and settings
- Terrain, Prefabs, Textures, Modelle (u. a. Lieferkarton-/Vibrations- Rohdaten in Assets/Data) - Third-Party-Pakete: TextMesh Pro, Toby Fredson Foliage Engine, Sat Productions Street Lights, ProBuilder Data - Neue Szene Boot.unity, Shop-Szenenordner - Package-Manifest/Lock, ProjectSettings, Build-Profile, .slnx - Doku: EDITOR_SETUP.md, INSTALL.md, TODO.md Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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// - Screen-space derivative based SDF scaling with SpaceWarp motion vectors
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Shader "TextMeshPro/Mobile/Distance Field SSD - SpaceWarp" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_MaskTex ("Mask Texture", 2D) = "white" {}
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_MaskInverse ("Inverse", float) = 0
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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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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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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_XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 0.0
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}
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SubShader {
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Tags {
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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 [_CullMode]
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ZWrite Off
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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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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma enable_debug_symbols
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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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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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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float4 faceColor : COLOR;
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float4 outlineColor : COLOR1;
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float4 texcoord0 : TEXCOORD0;
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float4 param : TEXCOORD1;
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float2 mask : TEXCOORD2;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD3;
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float4 underlayColor : COLOR2;
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#endif
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};
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float4 SRGBToLinear(float4 rgba)
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{
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return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
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}
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord0.w, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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float4 color = input.color;
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#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
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color = SRGBToLinear(input.color);
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#endif
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float opacity = color.a;
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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opacity = 1.0;
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#endif
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float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
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faceColor.rgb *= faceColor.a;
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float4 outlineColor = _OutlineColor;
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outlineColor.a *= opacity;
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outlineColor.rgb *= outlineColor.a;
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output.position = vPosition;
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output.faceColor = faceColor;
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output.outlineColor = outlineColor;
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output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
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output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
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float2 mask = float2(0, 0);
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#if UNITY_UI_CLIP_RECT
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mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
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#endif
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output.mask = mask;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
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output.underlayColor = underlayColor;
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#endif
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return output;
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}
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float4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float d = tex2D(_MainTex, input.texcoord0.xy).a;
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float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
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pixelSize *= _TextureHeight * 0.75;
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float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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float layerScale = scale;
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layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
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float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
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#endif
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scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
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float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
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#if OUTLINE_ON
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float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
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faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
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faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
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#endif
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#if UNDERLAY_ON
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d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
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faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
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#endif
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#if UNDERLAY_INNER
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float bias = input.param.x * scale - 0.5;
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float sd = saturate(d * scale - bias - input.param.z);
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d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
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faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
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#endif
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#if MASKING
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float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
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float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
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a = saturate(t / _MaskEdgeSoftness);
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faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
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faceColor *= a;
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#endif
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#if UNITY_UI_CLIP_RECT
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half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
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float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
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faceColor *= m.x * m.y;
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#endif
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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faceColor *= input.texcoord2.z;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor;
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}
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ENDCG
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}
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Pass
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{
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Name "XRMotionVectors"
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Tags { "LightMode" = "XRMotionVectors" }
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ZWrite On
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CGPROGRAM
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#pragma enable_debug_symbols
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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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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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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float4x4 unity_MatrixPreviousM;
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#define UNITY_MATRIX_M unity_ObjectToWorld
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#define UNITY_PREV_MATRIX_M unity_MatrixPreviousM
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float4x4 _PrevViewProjMatrixStereo[2];
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float4x4 _NonJitteredViewProjMatrixStereo[2];
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#define _PrevViewProjMatrix _PrevViewProjMatrixStereo[unity_StereoEyeIndex]
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#define _NonJitteredViewProjMatrix _NonJitteredViewProjMatrixStereo[unity_StereoEyeIndex]
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float _SpaceWarpNDCModifier;
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float _XRMotionVectorsPass;
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float4 oldvertex : TEXCOORD4;
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};
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struct pixel_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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float4 positionCSNoJitter : POSITION_CS_NO_JITTER;
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float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER;
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float4 faceColor : COLOR;
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float4 outlineColor : COLOR1;
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float4 texcoord0 : TEXCOORD0;
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float4 param : TEXCOORD1;
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float2 mask : TEXCOORD2;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD3;
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float4 underlayColor : COLOR2;
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#endif
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};
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float4 SRGBToLinear(float4 rgba)
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{
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return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
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}
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord0.w, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 oldvert = input.oldvertex;
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oldvert.x += _VertexOffsetX;
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oldvert.y += _VertexOffsetY;
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float4 vPosition = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, vert));
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output.position = vPosition;
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output.positionCSNoJitter = vPosition;
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output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, oldvert));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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|
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float4 color = input.color;
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#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
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color = SRGBToLinear(input.color);
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#endif
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float opacity = color.a;
|
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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opacity = 1.0;
|
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#endif
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float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
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faceColor.rgb *= faceColor.a;
|
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|
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float4 outlineColor = _OutlineColor;
|
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outlineColor.a *= opacity;
|
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outlineColor.rgb *= outlineColor.a;
|
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output.faceColor = faceColor;
|
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output.outlineColor = outlineColor;
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output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
|
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output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
||||
|
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float2 mask = float2(0, 0);
|
||||
#if UNITY_UI_CLIP_RECT
|
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mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
|
||||
#endif
|
||||
output.mask = mask;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
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float4 underlayColor = _UnderlayColor;
|
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underlayColor.rgb *= underlayColor.a;
|
||||
|
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
|
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output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
|
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output.underlayColor = underlayColor;
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float d = tex2D(_MainTex, input.texcoord0.xy).a;
|
||||
|
||||
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
|
||||
pixelSize *= _TextureHeight * 0.75;
|
||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float layerScale = scale;
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
#endif
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
|
||||
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
|
||||
|
||||
#if OUTLINE_ON
|
||||
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
|
||||
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
|
||||
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
|
||||
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float bias = input.param.x * scale - 0.5;
|
||||
float sd = saturate(d * scale - bias - input.param.z);
|
||||
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
|
||||
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if MASKING
|
||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||
a = saturate(t / _MaskEdgeSoftness);
|
||||
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
|
||||
faceColor *= a;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
faceColor *= input.texcoord2.z;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
clip(faceColor.a * _XRMotionVectorsPass - 0.001);
|
||||
|
||||
float3 posNDC = input.positionCSNoJitter.xyz * rcp(input.positionCSNoJitter.w);
|
||||
float3 prevPosNDC = input.previousPositionCSNoJitter.xyz * rcp(input.previousPositionCSNoJitter.w);
|
||||
float3 velocity = posNDC - prevPosNDC;
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
velocity.y *= _SpaceWarpNDCModifier;
|
||||
#endif
|
||||
|
||||
return float4(velocity, 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
Reference in New Issue
Block a user