场景设计
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Shader "Hidden/ChocDino/UIFX/Blend"
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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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[PerRendererData] _ResultTex ("Sprite Texture", 2D) = "white" {}
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[PerRendererData] _SourceTex ("Source Texture", 2D) = "white" {}
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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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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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CGINCLUDE
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local_fragment _ UNITY_UI_ALPHACLIP
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#include "BlendUtils.cginc"
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#include "CompUtils.cginc"
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#include "ColorUtils.cginc"
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float4 fragDefault(v2f i) : SV_Target
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{
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// Note: This is already pre-multiplied alpha
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float4 result = tex2D(_ResultTex, i.uv);
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float4 color = result;
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// 2D rect clipping
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#ifdef UNITY_UI_CLIP_RECT
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color = ApplyClipRect(color, i.mask);
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#endif
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// Alpha clipping
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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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color.rgb *= i.color.a;
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color *= i.color;
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return color;
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}
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ENDCG
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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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"OutputsPremultipliedAlpha"="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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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha // Premultiplied transparency
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ColorMask [_ColorMask]
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Pass
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{
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Name "Blend-Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragDefault
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ENDCG
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}
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}
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}
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