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98 lines
2.1 KiB
98 lines
2.1 KiB
2 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/Default Font - Extra Texture" {
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Properties {
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_MainTex ("Font Texture", 2D) = "white" {}
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_OverlayTex ("Overlay Texture", 2D) = "white" {}
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_Color ("Text Color", 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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}
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SubShader {
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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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}
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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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Lighting Off
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Cull Off
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ZTest [unity_GUIZTestMode]
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ZWrite Off
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Fog { Mode Off }
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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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CGPROGRAM
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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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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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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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float2 texcoord2 : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _OverlayTex;
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uniform float4 _MainTex_ST;
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uniform float4 _OverlayTex_ST;
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uniform fixed4 _Color;
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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.color = v.color * _Color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifdef UNITY_HALF_TEXEL_OFFSET
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o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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#endif
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o.texcoord2 = (o.vertex.xy + 1) / 2;
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o.texcoord2.y = 1 - o.texcoord2.y;
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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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clip (col.a - 0.01);
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col.rgb *= tex2D(_OverlayTex, i.texcoord2).rgb;
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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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