1. UI 버튼 작업 했음 2. 칼, 방패 따로 붙이는 작업 헀음 3. 공격 모션에 이제 버튼 연동함 Todo 1. 공격시 화면 이상하게 흔들리는거 수정할 차례 2. 히트 박스 해서 몬스터 공격하는거 연동하기
322 lines
12 KiB
Plaintext
Executable File
322 lines
12 KiB
Plaintext
Executable File
Shader "TextMeshPro/Distance Field SSD" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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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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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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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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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 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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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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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) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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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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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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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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_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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}
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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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}
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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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{
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma shader_feature __ FORCE_LINEAR
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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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#include "TMPro.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 color : COLOR;
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float2 atlas : TEXCOORD0;
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float weight : TEXCOORD1;
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float2 mask : TEXCOORD2; // Position in object space(xy)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float2 texcoord2 : TEXCOORD4;
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float4 underlayColor : COLOR1;
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#endif
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float4 textures : TEXCOORD5;
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};
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// Used by Unity internally to handle Texture Tiling and Offset.
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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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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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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#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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float2 bOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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// Support for texture tiling and offset
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float2 textureUV = input.texcoord1;
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
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{
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input.color.rgb = UIGammaToLinear(input.color.rgb);
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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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output.position = vPosition;
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output.color = color;
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output.atlas = input.texcoord0;
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output.weight = weight;
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output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord2 = input.texcoord0 + bOffset;
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output.underlayColor = underlayColor;
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#endif
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output.textures = float4(faceUV, outlineUV);
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return output;
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}
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float c = tex2D(_MainTex, input.atlas).a;
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float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
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pixelSize *= _TextureHeight * 0.75;
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float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
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float weight = input.weight;
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float bias = (.5 - weight) + (.5 / scale);
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float sd = (bias - c) * scale;
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float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
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half4 faceColor = _FaceColor;
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half4 outlineColor = _OutlineColor;
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faceColor.rgb *= input.color.rgb;
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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#if BEVEL_ON
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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n = normalize(n - bump);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
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float3 col = GetSpecular(n, light);
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faceColor.rgb += col * faceColor.a;
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faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
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faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#endif
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float bScale = scale;
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bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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#endif
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#if UNDERLAY_ON
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float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
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faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
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#endif
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#if UNDERLAY_INNER
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float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
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faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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faceColor.rgb += glowColor.rgb * glowColor.a;
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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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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half2 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 UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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