1826 lines
81 KiB
Plaintext
1826 lines
81 KiB
Plaintext
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u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
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u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
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SV_Target0 gl_FragData[0]\nlowp vec4 u_xlat10_0;\nvoid main()\n{\n
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in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying
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highp vec2 vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
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u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
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precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
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highp int;\nuniform \tvec4 _Time;\nuniform \tmediump vec4 _TintColor;\nuniform
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\tmediump float _ForceX;\nuniform \tmediump float _ForceY;\nuniform \tmediump
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float _HeatTime;\nuniform \tmediump float _Bright;\nuniform \tfloat _MainScrollUV_X;\nuniform
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highp vec2 vs_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD1;\nvarying highp
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vec2 vs_TEXCOORD2;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nlowp
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vec4 u_xlat10_0;\nmediump vec4 u_xlat16_1;\nvec2 u_xlat2;\nlowp float
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u_xlat10_2;\nlowp float u_xlat10_3;\nvoid main()\n{\n u_xlat0 = _Time.xzyx
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= _Time.xx * vec2(_MainScrollUV_X, _MainScrollUV_Y) + u_xlat0.xy;\n
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u_xlat10_0 = texture2D(_MainTex, u_xlat0.xy);\n u_xlat2.xy = _Time.xx
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* vec2(_MaskScrollUV_X, _MaskScrollUV_Y) + vs_TEXCOORD2.xy;\n u_xlat10_2
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= texture2D(_Mask, u_xlat2.xy).x;\n u_xlat10_0.w = dot(vec2(u_xlat10_2),
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u_xlat10_0.ww);\n u_xlat16_1 = vs_COLOR0 * vec4(_Bright);\n u_xlat16_1
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vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n
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SV_Target0 gl_FragData[0]\nlowp vec4 u_xlat10_0;\nvoid main()\n{\n
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u_xlat10_0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n SV_Target0 =
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highp vec4 in_POSITION0;\nattribute highp vec2 in_TEXCOORD0;\nvarying
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VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
|
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\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _TintColor;\nuniform
|
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|
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\tvec4 _MainTex_ST;\nattribute highp vec4 in_POSITION0;\nattribute mediump
|
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|
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vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
|
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|
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vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4
|
||
|
|
u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
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|
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
||
|
|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
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|
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= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
||
|
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* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
||
|
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* u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
|
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|
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* u_xlat0.wwww + u_xlat1;\n vs_COLOR0 = in_COLOR0 * _TintColor;\n
|
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|
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vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n
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return;\n}\n\n"
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FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
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precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
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highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
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highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nlowp
|
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|
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vec4 u_xlat10_1;\nvoid main()\n{\n u_xlat0 = vs_COLOR0 + vs_COLOR0;\n
|
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|
|
u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat0 = u_xlat0
|
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|
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* u_xlat10_1;\n SV_Target0.w = u_xlat0.w;\n SV_Target0.w = clamp(SV_Target0.w,
|
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|
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0.0, 1.0);\n SV_Target0.xyz = u_xlat0.xyz;\n return;\n}\n\n"
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readDepth: 0
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ShaderDefinedKeywords:
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VertexProgram: "\n#version 100\n\nuniform \tmediump vec4 unity_LightColor[8];\nuniform
|
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\tvec4 unity_LightPosition[8];\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
|
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|
|
\tvec4 hlslcc_mtx4x4unity_WorldToObject[4];\nuniform \tmediump vec4 glstate_lightmodel_ambient;\nuniform
|
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|
|
\tvec4 hlslcc_mtx4x4unity_MatrixV[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixInvV[4];\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
|
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|
|
\tmediump vec4 _SpecColor;\nuniform \tmediump vec4 _Emission;\nuniform
|
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|
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\tmediump float _Shininess;\nuniform \tvec4 _MainTex_ST;\nattribute highp
|
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|
|
vec3 in_POSITION0;\nattribute highp vec3 in_NORMAL0;\nattribute highp
|
||
|
|
vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying mediump
|
||
|
|
vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4
|
||
|
|
u_xlat1;\nvec3 u_xlat2;\nbool u_xlatb2;\nvec3 u_xlat3;\nvec3 u_xlat4;\nvec3
|
||
|
|
u_xlat5;\nvec3 u_xlat6;\nmediump vec3 u_xlat16_7;\nmediump vec3 u_xlat16_8;\nmediump
|
||
|
|
vec3 u_xlat16_9;\nmediump vec3 u_xlat16_10;\nmediump vec3 u_xlat16_11;\nfloat
|
||
|
|
u_xlat36;\nint u_xlati37;\nmediump float u_xlat16_43;\nmediump float
|
||
|
|
u_xlat16_44;\nvoid main()\n{\n u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yyy
|
||
|
|
* hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz
|
||
|
|
* hlslcc_mtx4x4unity_ObjectToWorld[0].xxx + u_xlat0.xyz;\n u_xlat0.xyz
|
||
|
|
= hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].zzz
|
||
|
|
+ u_xlat0.xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz *
|
||
|
|
hlslcc_mtx4x4unity_ObjectToWorld[0].www + u_xlat0.xyz;\n u_xlat1.xyz
|
||
|
|
= hlslcc_mtx4x4unity_ObjectToWorld[1].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n
|
||
|
|
u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].xxx
|
||
|
|
+ u_xlat1.xyz;\n u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz *
|
||
|
|
hlslcc_mtx4x4unity_ObjectToWorld[1].zzz + u_xlat1.xyz;\n u_xlat1.xyz
|
||
|
|
= hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].www
|
||
|
|
+ u_xlat1.xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yyy
|
||
|
|
* hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz
|
||
|
|
* hlslcc_mtx4x4unity_ObjectToWorld[2].xxx + u_xlat2.xyz;\n u_xlat2.xyz
|
||
|
|
= hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].zzz
|
||
|
|
+ u_xlat2.xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz *
|
||
|
|
hlslcc_mtx4x4unity_ObjectToWorld[2].www + u_xlat2.xyz;\n u_xlat3.xyz
|
||
|
|
= hlslcc_mtx4x4unity_ObjectToWorld[3].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n
|
||
|
|
u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].xxx
|
||
|
|
+ u_xlat3.xyz;\n u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz *
|
||
|
|
hlslcc_mtx4x4unity_ObjectToWorld[3].zzz + u_xlat3.xyz;\n u_xlat3.xyz
|
||
|
|
= hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].www
|
||
|
|
+ u_xlat3.xyz;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[0].yyy;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[0].xxx + u_xlat4.xyz;\n u_xlat4.xyz
|
||
|
|
= hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].zzz
|
||
|
|
+ u_xlat4.xyz;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[0].www + u_xlat4.xyz;\n u_xlat5.xyz
|
||
|
|
= hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].yyy;\n
|
||
|
|
u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].xxx
|
||
|
|
+ u_xlat5.xyz;\n u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[1].zzz + u_xlat5.xyz;\n u_xlat5.xyz
|
||
|
|
= hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].www
|
||
|
|
+ u_xlat5.xyz;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[2].yyy;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[2].xxx + u_xlat6.xyz;\n u_xlat6.xyz
|
||
|
|
= hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].zzz
|
||
|
|
+ u_xlat6.xyz;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz
|
||
|
|
* hlslcc_mtx4x4unity_MatrixInvV[2].www + u_xlat6.xyz;\n u_xlat1.xyz
|
||
|
|
= u_xlat1.xyz * in_POSITION0.yyy;\n u_xlat0.xyz = u_xlat0.xyz * in_POSITION0.xxx
|
||
|
|
+ u_xlat1.xyz;\n u_xlat0.xyz = u_xlat2.xyz * in_POSITION0.zzz + u_xlat0.xyz;\n
|
||
|
|
u_xlat0.xyz = u_xlat3.xyz + u_xlat0.xyz;\n u_xlat1.x = dot(u_xlat4.xyz,
|
||
|
|
in_NORMAL0.xyz);\n u_xlat1.y = dot(u_xlat5.xyz, in_NORMAL0.xyz);\n
|
||
|
|
u_xlat1.z = dot(u_xlat6.xyz, in_NORMAL0.xyz);\n u_xlat36 = dot(u_xlat1.xyz,
|
||
|
|
u_xlat1.xyz);\n u_xlat36 = inversesqrt(u_xlat36);\n u_xlat1.xyz
|
||
|
|
= vec3(u_xlat36) * u_xlat1.xyz;\n u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);\n
|
||
|
|
u_xlat36 = inversesqrt(u_xlat36);\n u_xlat16_7.xyz = _Color.xyz *
|
||
|
|
glstate_lightmodel_ambient.xyz + _Emission.xyz;\n u_xlat16_43 = _Shininess
|
||
|
|
* 128.0;\n u_xlat16_8.xyz = u_xlat16_7.xyz;\n u_xlat16_9.x = float(0.0);\n
|
||
|
|
u_xlat16_9.y = float(0.0);\n u_xlat16_9.z = float(0.0);\n for(int
|
||
|
|
u_xlati_loop_1 = 0 ; u_xlati_loop_1<8 ; u_xlati_loop_1++)\n {\n
|
||
|
|
u_xlat16_44 = dot(u_xlat1.xyz, unity_LightPosition[u_xlati_loop_1].xyz);\n
|
||
|
|
u_xlat16_44 = max(u_xlat16_44, 0.0);\n u_xlat16_10.xyz = vec3(u_xlat16_44)
|
||
|
|
* _Color.xyz;\n u_xlat16_10.xyz = u_xlat16_10.xyz * unity_LightColor[u_xlati_loop_1].xyz;\n
|
||
|
|
u_xlatb2 = 0.0<u_xlat16_44;\n if(u_xlatb2){\n u_xlat16_11.xyz
|
||
|
|
= (-u_xlat0.xyz) * vec3(u_xlat36) + unity_LightPosition[u_xlati_loop_1].xyz;\n
|
||
|
|
u_xlat16_44 = dot(u_xlat16_11.xyz, u_xlat16_11.xyz);\n u_xlat16_44
|
||
|
|
= inversesqrt(u_xlat16_44);\n u_xlat16_11.xyz = vec3(u_xlat16_44)
|
||
|
|
* u_xlat16_11.xyz;\n u_xlat16_44 = dot(u_xlat1.xyz, u_xlat16_11.xyz);\n
|
||
|
|
u_xlat16_44 = max(u_xlat16_44, 0.0);\n u_xlat16_44 = log2(u_xlat16_44);\n
|
||
|
|
u_xlat16_44 = u_xlat16_43 * u_xlat16_44;\n u_xlat16_44 = exp2(u_xlat16_44);\n
|
||
|
|
u_xlat16_44 = min(u_xlat16_44, 1.0);\n u_xlat16_44 = u_xlat16_44
|
||
|
|
* 0.5;\n u_xlat16_9.xyz = vec3(u_xlat16_44) * unity_LightColor[u_xlati_loop_1].xyz
|
||
|
|
+ u_xlat16_9.xyz;\n }\n u_xlat16_10.xyz = u_xlat16_10.xyz
|
||
|
|
* vec3(0.5, 0.5, 0.5);\n u_xlat16_10.xyz = min(u_xlat16_10.xyz,
|
||
|
|
vec3(1.0, 1.0, 1.0));\n u_xlat16_8.xyz = u_xlat16_8.xyz + u_xlat16_10.xyz;\n
|
||
|
|
}\n vs_COLOR1.xyz = u_xlat16_9.xyz * _SpecColor.xyz;\n vs_COLOR1.xyz
|
||
|
|
= clamp(vs_COLOR1.xyz, 0.0, 1.0);\n vs_COLOR0.xyz = u_xlat16_8.xyz;\n
|
||
|
|
vs_COLOR0.xyz = clamp(vs_COLOR0.xyz, 0.0, 1.0);\n vs_COLOR0.w = _Color.w;\n
|
||
|
|
vs_COLOR0.w = clamp(vs_COLOR0.w, 0.0, 1.0);\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy
|
||
|
|
* _MainTex_ST.xy + _MainTex_ST.zw;\n u_xlat0 = in_POSITION0.yyyy *
|
||
|
|
hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0]
|
||
|
|
* in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2]
|
||
|
|
* in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n
|
||
|
|
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1
|
||
|
|
= hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1
|
||
|
|
= hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position
|
||
|
|
= hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n return;\n}\n\n"
|
||
|
|
FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
|
||
|
|
precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
|
||
|
|
highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
|
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|
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mediump vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0
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gl_FragData[0]\nlowp vec3 u_xlat10_0;\nmediump vec3 u_xlat16_1;\nvoid
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main()\n{\n u_xlat10_0.xyz = texture2D(_MainTex, vs_TEXCOORD0.xy).xyz;\n
|
||
|
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u_xlat16_1.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz;\n SV_Target0.xyz
|
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= u_xlat16_1.xyz * vec3(2.0, 2.0, 2.0) + vs_COLOR1.xyz;\n SV_Target0.w
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\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 unity_LightmapST;\nuniform
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\tvec4 unity_Lightmap_ST;\nuniform \tvec4 _MainTex_ST;\nattribute highp
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vec3 in_POSITION0;\nattribute highp vec3 in_TEXCOORD1;\nattribute highp
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vec3 in_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2
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vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
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u_xlat1;\nvoid main()\n{\n vs_TEXCOORD0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy
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+ unity_LightmapST.zw;\n vs_TEXCOORD1.xy = in_TEXCOORD1.xy * unity_Lightmap_ST.xy
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+ unity_Lightmap_ST.zw;\n vs_TEXCOORD2.xy = in_TEXCOORD0.xy * _MainTex_ST.xy
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+ _MainTex_ST.zw;\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
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u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
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= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
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* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
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* u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
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* u_xlat0.wwww + u_xlat1;\n return;\n}\n\n"
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precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
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highp int;\nuniform \tmediump vec4 unity_Lightmap_HDR;\nuniform \tmediump
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vec4 _Color;\nuniform lowp sampler2D _MainTex;\nuniform mediump sampler2D
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unity_Lightmap;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2
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vs_TEXCOORD2;\n#define SV_Target0 gl_FragData[0]\nmediump vec4 u_xlat16_0;\nlowp
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vec3 u_xlat10_0;\nmediump vec3 u_xlat16_1;\nvoid main()\n{\n u_xlat16_0
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= texture2D(unity_Lightmap, vs_TEXCOORD0.xy);\n u_xlat16_1.x = u_xlat16_0.w
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* unity_Lightmap_HDR.x;\n u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xxx;\n
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u_xlat16_1.xyz = u_xlat16_1.xyz * _Color.xyz;\n u_xlat10_0.xyz = texture2D(_MainTex,
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vs_TEXCOORD2.xy).xyz;\n SV_Target0.xyz = u_xlat16_1.xyz * u_xlat10_0.xyz;\n
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SV_Target0.w = 1.0;\n return;\n}\n\n"
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\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute
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highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute
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highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp
|
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|
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vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n
|
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|
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vs_COLOR0 = in_COLOR0;\n vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);\n
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|
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vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n
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|
|
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
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|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
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|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
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|
= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
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|
|
* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
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* u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
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* u_xlat0.wwww + u_xlat1;\n return;\n}\n\n"
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precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
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highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
|
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highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nlowp vec4
|
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|
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u_xlat10_0;\nvoid main()\n{\n u_xlat10_0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n
|
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|
|
SV_Target0 = u_xlat10_0 * vs_COLOR0;\n return;\n}\n\n"
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definedKeywords:
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|
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\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute
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|
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highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute
|
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|
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highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp
|
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|
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vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n
|
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|
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vs_COLOR0 = in_COLOR0;\n vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);\n
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|
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vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n
|
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|
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u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
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|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
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|
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u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
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|
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u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
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|
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= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
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|
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* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
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|
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* u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
|
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- UNITY_SINGLE_PASS_STEREO
|
||
|
|
- __
|
||
|
|
- _
|
||
|
|
- SOFTPARTICLES_ON
|
||
|
|
fallbackShader: {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
|
||
|
|
CompilationErrors: []
|
||
|
|
- ParsedSubShaders:
|
||
|
|
- Index: 0
|
||
|
|
Passes:
|
||
|
|
- ShaderName: UI/Default
|
||
|
|
ShaderVariants:
|
||
|
|
- NoShaderVariant: 0
|
||
|
|
VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
|
||
|
|
\tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
|
||
|
|
\tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
|
||
|
|
highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
|
||
|
|
vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
|
||
|
|
vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
|
||
|
|
u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
||
|
|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
||
|
|
= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
||
|
|
* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
||
|
|
* u_xlat0.zzzz + u_xlat1;\n u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
|
||
|
|
* u_xlat0.wwww + u_xlat1;\n gl_Position = u_xlat0;\n u_xlat1 =
|
||
|
|
in_COLOR0 * _Color;\n vs_COLOR0 = u_xlat1;\n vs_TEXCOORD0.xy =
|
||
|
|
in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1
|
||
|
|
= in_POSITION0;\n u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n
|
||
|
|
u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
|
||
|
|
+ u_xlat0.xy;\n u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n u_xlat0.xy
|
||
|
|
= vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n
|
||
|
|
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n u_xlat0 = max(_ClipRect,
|
||
|
|
vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n u_xlat0 = min(u_xlat0, vec4(2e+10,
|
||
|
|
2e+10, 2e+10, 2e+10));\n u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
|
||
|
|
2.0) + (-u_xlat0.xy);\n vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n
|
||
|
|
return;\n}\n\n"
|
||
|
|
FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
|
||
|
|
precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
|
||
|
|
highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform lowp sampler2D
|
||
|
|
_MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\n#define
|
||
|
|
SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4
|
||
|
|
u_xlat1;\nlowp vec4 u_xlat10_1;\nfloat unity_roundEven(float x) { float
|
||
|
|
y = floor(x + 0.5); return (y - x == 0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2
|
||
|
|
unity_roundEven(vec2 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
|
||
|
|
return a; }\nvec3 unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x);
|
||
|
|
a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z); return a; }\nvec4
|
||
|
|
unity_roundEven(vec4 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
|
||
|
|
a.z = unity_roundEven(a.z); a.w = unity_roundEven(a.w); return a; }\n\nvoid
|
||
|
|
main()\n{\n u_xlat16_0.x = vs_COLOR0.w * 255.0;\n u_xlat16_0.x
|
||
|
|
= unity_roundEven(u_xlat16_0.x);\n u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n
|
||
|
|
u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat1 = u_xlat10_1
|
||
|
|
+ _TextureSampleAdd;\n u_xlat16_0.xyz = vs_COLOR0.xyz;\n u_xlat0
|
||
|
|
= u_xlat16_0 * u_xlat1;\n SV_Target0.xyz = u_xlat0.www * u_xlat0.xyz;\n
|
||
|
|
SV_Target0.w = u_xlat0.w;\n return;\n}\n\n"
|
||
|
|
LOD: 0
|
||
|
|
readDepth: 0
|
||
|
|
Index: 0
|
||
|
|
PassId: 0
|
||
|
|
SubShaderIndex: 0
|
||
|
|
Keywords: []
|
||
|
|
Tags:
|
||
|
|
- Key: CanUseSpriteAtlas
|
||
|
|
Value: true
|
||
|
|
- Key: IGNOREPROJECTOR
|
||
|
|
Value: true
|
||
|
|
- Key: PreviewType
|
||
|
|
Value: Plane
|
||
|
|
- Key: QUEUE
|
||
|
|
Value: Transparent
|
||
|
|
- Key: RenderType
|
||
|
|
Value: Transparent
|
||
|
|
- NoShaderVariant: 0
|
||
|
|
VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
|
||
|
|
\tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
|
||
|
|
\tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
|
||
|
|
highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
|
||
|
|
vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
|
||
|
|
vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
|
||
|
|
u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
||
|
|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
||
|
|
= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
||
|
|
* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
||
|
|
* u_xlat0.zzzz + u_xlat1;\n u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
|
||
|
|
* u_xlat0.wwww + u_xlat1;\n gl_Position = u_xlat0;\n u_xlat1 =
|
||
|
|
in_COLOR0 * _Color;\n vs_COLOR0 = u_xlat1;\n vs_TEXCOORD0.xy =
|
||
|
|
in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1
|
||
|
|
= in_POSITION0;\n u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n
|
||
|
|
u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
|
||
|
|
+ u_xlat0.xy;\n u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n u_xlat0.xy
|
||
|
|
= vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n
|
||
|
|
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n u_xlat0 = max(_ClipRect,
|
||
|
|
vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n u_xlat0 = min(u_xlat0, vec4(2e+10,
|
||
|
|
2e+10, 2e+10, 2e+10));\n u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
|
||
|
|
2.0) + (-u_xlat0.xy);\n vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n
|
||
|
|
return;\n}\n\n"
|
||
|
|
FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
|
||
|
|
precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
|
||
|
|
highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform lowp sampler2D
|
||
|
|
_MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\n#define
|
||
|
|
SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4
|
||
|
|
u_xlat1;\nlowp vec4 u_xlat10_1;\nmediump float u_xlat16_2;\nbool u_xlatb3;\nfloat
|
||
|
|
unity_roundEven(float x) { float y = floor(x + 0.5); return (y - x ==
|
||
|
|
0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2 a) { a.x
|
||
|
|
= unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a; }\nvec3
|
||
|
|
unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
|
||
|
|
a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
|
||
|
|
{ a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
|
||
|
|
a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n u_xlat16_0.x
|
||
|
|
= vs_COLOR0.w * 255.0;\n u_xlat16_0.x = unity_roundEven(u_xlat16_0.x);\n
|
||
|
|
u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n u_xlat10_1 = texture2D(_MainTex,
|
||
|
|
vs_TEXCOORD0.xy);\n u_xlat1 = u_xlat10_1 + _TextureSampleAdd;\n
|
||
|
|
u_xlat16_2 = u_xlat16_0.w * u_xlat1.w + -0.00100000005;\n u_xlatb3
|
||
|
|
= u_xlat16_2<0.0;\n if(u_xlatb3){discard;}\n u_xlat16_0.xyz = vs_COLOR0.xyz;\n
|
||
|
|
u_xlat0 = u_xlat16_0 * u_xlat1;\n SV_Target0.xyz = u_xlat0.www * u_xlat0.xyz;\n
|
||
|
|
SV_Target0.w = u_xlat0.w;\n return;\n}\n\n"
|
||
|
|
LOD: 0
|
||
|
|
readDepth: 0
|
||
|
|
Index: 1
|
||
|
|
PassId: 0
|
||
|
|
SubShaderIndex: 0
|
||
|
|
Keywords:
|
||
|
|
- UNITY_UI_ALPHACLIP
|
||
|
|
Tags:
|
||
|
|
- Key: CanUseSpriteAtlas
|
||
|
|
Value: true
|
||
|
|
- Key: IGNOREPROJECTOR
|
||
|
|
Value: true
|
||
|
|
- Key: PreviewType
|
||
|
|
Value: Plane
|
||
|
|
- Key: QUEUE
|
||
|
|
Value: Transparent
|
||
|
|
- Key: RenderType
|
||
|
|
Value: Transparent
|
||
|
|
- NoShaderVariant: 0
|
||
|
|
VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
|
||
|
|
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
|
||
|
|
\tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
|
||
|
|
\tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
|
||
|
|
highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
|
||
|
|
vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
|
||
|
|
vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
|
||
|
|
u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
||
|
|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
||
|
|
= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
||
|
|
* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
||
|
|
* u_xlat0.zzzz + u_xlat1;\n u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
|
||
|
|
* u_xlat0.wwww + u_xlat1;\n gl_Position = u_xlat0;\n u_xlat1 =
|
||
|
|
in_COLOR0 * _Color;\n vs_COLOR0 = u_xlat1;\n vs_TEXCOORD0.xy =
|
||
|
|
in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1
|
||
|
|
= in_POSITION0;\n u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n
|
||
|
|
u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
|
||
|
|
+ u_xlat0.xy;\n u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n u_xlat0.xy
|
||
|
|
= vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n
|
||
|
|
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n u_xlat0 = max(_ClipRect,
|
||
|
|
vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n u_xlat0 = min(u_xlat0, vec4(2e+10,
|
||
|
|
2e+10, 2e+10, 2e+10));\n u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
|
||
|
|
2.0) + (-u_xlat0.xy);\n vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n
|
||
|
|
return;\n}\n\n"
|
||
|
|
FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
|
||
|
|
precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
|
||
|
|
highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform \tvec4
|
||
|
|
_ClipRect;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
|
||
|
|
highp vec2 vs_TEXCOORD0;\nvarying highp vec4 vs_TEXCOORD2;\n#define SV_Target0
|
||
|
|
gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nmediump float
|
||
|
|
u_xlat16_1;\nvec4 u_xlat2;\nlowp vec4 u_xlat10_2;\nmediump float u_xlat16_4;\nfloat
|
||
|
|
unity_roundEven(float x) { float y = floor(x + 0.5); return (y - x ==
|
||
|
|
0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2 a) { a.x
|
||
|
|
= unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a; }\nvec3
|
||
|
|
unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
|
||
|
|
a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
|
||
|
|
{ a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
|
||
|
|
a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n u_xlat0.xy
|
||
|
|
= (-_ClipRect.xy) + _ClipRect.zw;\n u_xlat0.xy = u_xlat0.xy + -abs(vs_TEXCOORD2.xy);\n
|
||
|
|
u_xlat0.xy = u_xlat0.xy * vs_TEXCOORD2.zw;\n u_xlat0.xy = clamp(u_xlat0.xy,
|
||
|
|
0.0, 1.0);\n u_xlat16_1 = u_xlat0.y * u_xlat0.x;\n u_xlat16_4 =
|
||
|
|
vs_COLOR0.w * 255.0;\n u_xlat16_4 = unity_roundEven(u_xlat16_4);\n
|
||
|
|
u_xlat16_0.w = u_xlat16_4 * 0.00392156886;\n u_xlat10_2 = texture2D(_MainTex,
|
||
|
|
vs_TEXCOORD0.xy);\n u_xlat2 = u_xlat10_2 + _TextureSampleAdd;\n
|
||
|
|
u_xlat16_0.xyz = vs_COLOR0.xyz;\n u_xlat0 = u_xlat16_0 * u_xlat2;\n
|
||
|
|
u_xlat16_1 = u_xlat16_1 * u_xlat0.w;\n SV_Target0.xyz = u_xlat0.xyz
|
||
|
|
* vec3(u_xlat16_1);\n SV_Target0.w = u_xlat16_1;\n return;\n}\n\n"
|
||
|
|
LOD: 0
|
||
|
|
readDepth: 0
|
||
|
|
Index: 2
|
||
|
|
PassId: 0
|
||
|
|
SubShaderIndex: 0
|
||
|
|
Keywords:
|
||
|
|
- UNITY_UI_CLIP_RECT
|
||
|
|
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Value: true
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Value: true
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- NoShaderVariant: 0
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VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
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||
|
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\tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
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\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
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\tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
|
||
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\tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
|
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highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
|
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vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
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vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
|
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|
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u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n
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|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n
|
||
|
|
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n
|
||
|
|
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1
|
||
|
|
= u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
|
||
|
|
* u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
|
||
|
|
* u_xlat0.zzzz + u_xlat1;\n u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
|
||
|
|
* u_xlat0.wwww + u_xlat1;\n gl_Position = u_xlat0;\n u_xlat1 =
|
||
|
|
in_COLOR0 * _Color;\n vs_COLOR0 = u_xlat1;\n vs_TEXCOORD0.xy =
|
||
|
|
in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1
|
||
|
|
= in_POSITION0;\n u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n
|
||
|
|
u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
|
||
|
|
+ u_xlat0.xy;\n u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n u_xlat0.xy
|
||
|
|
= vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n
|
||
|
|
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n u_xlat0 = max(_ClipRect,
|
||
|
|
vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n u_xlat0 = min(u_xlat0, vec4(2e+10,
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||
|
|
2e+10, 2e+10, 2e+10));\n u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
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||
|
|
2.0) + (-u_xlat0.xy);\n vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n
|
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return;\n}\n\n"
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FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n
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precision highp float;\n#else\n precision mediump float;\n#endif\nprecision
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highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform \tvec4
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|
_ClipRect;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
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highp vec2 vs_TEXCOORD0;\nvarying highp vec4 vs_TEXCOORD2;\n#define SV_Target0
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gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4 u_xlat1;\nlowp
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|
|
vec4 u_xlat10_1;\nbool u_xlatb1;\nmediump float u_xlat16_2;\nmediump
|
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|
|
float u_xlat16_5;\nfloat unity_roundEven(float x) { float y = floor(x
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|
|
+ 0.5); return (y - x == 0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2
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a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a;
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|
}\nvec3 unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
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|
a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
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{ a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
|
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|
|
a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n u_xlat16_0.x
|
||
|
|
= vs_COLOR0.w * 255.0;\n u_xlat16_0.x = unity_roundEven(u_xlat16_0.x);\n
|
||
|
|
u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n u_xlat10_1 = texture2D(_MainTex,
|
||
|
|
vs_TEXCOORD0.xy);\n u_xlat1 = u_xlat10_1 + _TextureSampleAdd;\n
|
||
|
|
u_xlat16_0.xyz = vs_COLOR0.xyz;\n u_xlat0 = u_xlat16_0 * u_xlat1;\n
|
||
|
|
u_xlat1.xy = (-_ClipRect.xy) + _ClipRect.zw;\n u_xlat1.xy = u_xlat1.xy
|
||
|
|
+ -abs(vs_TEXCOORD2.xy);\n u_xlat1.xy = u_xlat1.xy * vs_TEXCOORD2.zw;\n
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||
|
|
u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);\n u_xlat16_2 = u_xlat1.y
|
||
|
|
* u_xlat1.x;\n u_xlat16_5 = u_xlat0.w * u_xlat16_2 + -0.00100000005;\n
|
||
|
|
u_xlat16_2 = u_xlat0.w * u_xlat16_2;\n SV_Target0.xyz = u_xlat0.xyz
|
||
|
|
* vec3(u_xlat16_2);\n SV_Target0.w = u_xlat16_2;\n u_xlatb1 = u_xlat16_5<0.0;\n
|
||
|
|
if(u_xlatb1){discard;}\n return;\n}\n\n"
|
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|
|
LOD: 0
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readDepth: 0
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PassId: 0
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SubShaderIndex: 0
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Keywords:
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- UNITY_UI_ALPHACLIP
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- UNITY_UI_CLIP_RECT
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Tags:
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- Key: CanUseSpriteAtlas
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Value: true
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- Key: IGNOREPROJECTOR
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Value: true
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- Key: PreviewType
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Value: Plane
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- Key: QUEUE
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Value: Transparent
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- Key: RenderType
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Value: Transparent
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definedKeywords:
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- STEREO_CUBEMAP_RENDER_ON
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- STEREO_INSTANCING_ON
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- STEREO_MULTIVIEW_ON
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- UNITY_SINGLE_PASS_STEREO
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|
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- UNITY_UI_ALPHACLIP
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|
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- UNITY_UI_CLIP_RECT
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- _
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keywordGroups:
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|
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- Keywords:
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|
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- _
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- UNITY_UI_CLIP_RECT
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||
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- Keywords:
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- _
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- UNITY_UI_ALPHACLIP
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KeywordsMinimalCardinality: 0
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ContainsInvalidVariant: 0
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HasDepthReader: 0
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SubShaderIndex: 0
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SerializedObjectId: 0
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- Key: CanUseSpriteAtlas
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Value: true
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- Key: IGNOREPROJECTOR
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Value: true
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Value: Plane
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- Key: RenderType
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Value: Transparent
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UsePass:
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shader:
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pass:
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GrabPassTextureName:
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PassShaderRequirements: 1
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PlatformMask: -1
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Tags:
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- Key: CanUseSpriteAtlas
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- Key: IGNOREPROJECTOR
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Value: true
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- Key: PreviewType
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Value: Plane
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- Key: QUEUE
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Value: Transparent
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- Key: RenderType
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Value: Transparent
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UsePass: 0
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Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
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ShaderPath: Resources/unity_builtin_extra
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ShaderDefinedKeywords:
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- UNITY_UI_ALPHACLIP
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- UNITY_UI_CLIP_RECT
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||
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- STEREO_CUBEMAP_RENDER_ON
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- STEREO_INSTANCING_ON
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- STEREO_MULTIVIEW_ON
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- UNITY_SINGLE_PASS_STEREO
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- _
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fallbackShader: {fileID: 0}
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CompilationErrors: []
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_modifiedShaders: []
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invalidShaders: 0
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_sceneLightData:
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PointLightCount: 0
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SpotLightCount: 0
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DirectionalLightCount: 0
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LightmapOn: 0
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DirlightmapCombined: 0
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DirectionalCookieExists: 0
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PointCookieExists: 0
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SpotCookieExists: 0
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AddiitonalLightsKeywordRequired: 0
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