38 lines
976 B
HLSL
38 lines
976 B
HLSL
struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR; // set from Image component property
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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int _UIVertexColorAlwaysGammaSpace;
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v2f vert (appdata v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = v.color;
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if (_UIVertexColorAlwaysGammaSpace)
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if(!IsGammaSpace())
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o.color = float4(UIGammaToLinear(o.color.xyz), o.color.w);
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return o;
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}
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inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
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fixed4 col = mainTexColor * color;
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col.a = min(col.a, sdfAlpha);
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return col;
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}
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