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			153 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			153 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Plaintext
		
	
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											2 years ago
										 
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								// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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								// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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								Shader "FairyGUI/BMFont"
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								{
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								    Properties
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								    {
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								        _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
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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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								        _BlendSrcFactor ("Blend SrcFactor", Float) = 5
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								        _BlendDstFactor ("Blend DstFactor", Float) = 10
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								    }
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								    SubShader
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								    {
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								        LOD 100
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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 Off
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								        Lighting Off
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								        ZWrite Off
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								        Fog { Mode Off }
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								        Blend [_BlendSrcFactor] [_BlendDstFactor]
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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 multi_compile NOT_GRAYED GRAYED
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								                #pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
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								                #pragma vertex vert
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								                #pragma fragment frag
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								                #pragma exclude_renderers d3d9 opengl flash
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								                #include "UnityCG.cginc"
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								                struct appdata_t
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								                {
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								                    float4 vertex : POSITION;
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								                    fixed4 color : COLOR;
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								                    float4 texcoord : TEXCOORD0;
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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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								                    float4 texcoord : TEXCOORD0;
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								                    #ifdef CLIPPED
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								                    float2 clipPos : TEXCOORD1;
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								                    #endif
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								                    #ifdef SOFT_CLIPPED
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								                    float2 clipPos : TEXCOORD1;
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								                    #endif
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								                };
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								                sampler2D _MainTex;
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								                #ifdef CLIPPED
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								                float4 _ClipBox = float4(-2, -2, 0, 0);
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								                #endif
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								                #ifdef SOFT_CLIPPED
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								                float4 _ClipBox = float4(-2, -2, 0, 0);
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								                float4 _ClipSoftness = float4(0, 0, 0, 0);
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								                #endif
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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.texcoord = v.texcoord;
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								                    #if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
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								                    o.color.rgb = GammaToLinearSpace(v.color.rgb);
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								                    o.color.a = v.color.a;
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								                    #else
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								                    o.color = v.color;
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								                    #endif
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								                    #ifdef CLIPPED
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								                    o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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								                    #endif
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								                    #ifdef SOFT_CLIPPED
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								                    o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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								                    #endif
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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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								                    fixed4 tcol = tex2D(_MainTex, i.texcoord);
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								                    col.a *= tcol[i.texcoord.z];//z stores channel
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								                    #ifdef GRAYED
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								                    fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
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								                    col.rgb = fixed3(grey, grey, grey);
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								                    #endif
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								                    #ifdef SOFT_CLIPPED
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								                    float2 factor = float2(0,0);
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								                    if(i.clipPos.x<0)
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								                        factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
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								                    else
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								                        factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
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								                    if(i.clipPos.y<0)
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								                        factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
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								                    else
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								                        factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
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								                    col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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								                    #endif
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								                    #ifdef CLIPPED
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								                    float2 factor = abs(i.clipPos);
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								                    col.a *= step(max(factor.x, factor.y), 1);
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								                    #endif
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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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								    Fallback "FairyGUI/Text"
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								}
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