166 lines
4.6 KiB
Plaintext
166 lines
4.6 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "UI/RoleImage"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[KeywordEnum(R0,R1,R2,R3,R4,R5)]_RoleID("Quality Mode",Int) = 0
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(_IsMask)] _IsMask("_IsMask", Int) = 1
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_Mask("Base (RGB)", 2D) = "white" {}
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_Mask2("Base2 (RGB)", 2D) = "white" {}
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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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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#pragma multi_compile _ROLEID_R0 _ROLEID_R1 _ROLEID_R2 _ROLEID_R3 _ROLEID_R4 _ROLEID_R5
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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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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float4 worldPosition : TEXCOORD1;
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float2 uv : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if defined(_ROLEID_R0)
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sampler2D _RoleTex0;
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#elif defined(_ROLEID_R1)
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sampler2D _RoleTex1;
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#elif defined(_ROLEID_R2)
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sampler2D _RoleTex2;
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#elif defined(_ROLEID_R3)
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sampler2D _RoleTex3;
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#elif defined(_ROLEID_R4)
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sampler2D _RoleTex4;
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#elif defined(_ROLEID_R5)
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sampler2D _RoleTex5;
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#endif
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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int _IsMask;
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sampler2D _Mask;
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sampler2D _Mask2;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.texcoord = v.texcoord;
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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#if defined(_ROLEID_R0)
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half4 color = (tex2D(_RoleTex0, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#elif defined(_ROLEID_R1)
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half4 color = (tex2D(_RoleTex1, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#elif defined(_ROLEID_R2)
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half4 color = (tex2D(_RoleTex2, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#elif defined(_ROLEID_R3)
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half4 color = (tex2D(_RoleTex3, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#elif defined(_ROLEID_R4)
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half4 color = (tex2D(_RoleTex4, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#elif defined(_ROLEID_R5)
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half4 color = (tex2D(_RoleTex5, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#endif
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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if (_IsMask == 1) {
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half4 mask = tex2D(_Mask, IN.uv);
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color.a *= mask.a;
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}
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else {
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half4 mask = tex2D(_Mask2, IN.uv);
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color.a *= mask.a;
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}
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return color;
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}
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ENDCG
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}
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}
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}
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