场景设计
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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// Actually 2019.4.18 but UNITY_VERSION doesn't support double digits
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#if UNITY_VERSION < 201949
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#define MASK_SOFTNESS_OLD
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID // VR SUPPORT
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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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float2 uv : TEXCOORD0;
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float4 color : TEXCOORD1;
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#ifdef UNITY_UI_CLIP_RECT
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float4 mask : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO // VR SUPPORT
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};
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sampler2D _MainTex;
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sampler2D _ResultTex;
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sampler2D _SourceTex;
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float4 _MainTex_ST;
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float4 _ResultTex_ST;
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float4 _ResultTex_TexelSize;
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#ifdef UNITY_UI_CLIP_RECT
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float4 _ClipRect;
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#ifdef MASK_SOFTNESS_OLD
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float _MaskSoftnessX;
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float _MaskSoftnessY;
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#else
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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#endif
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#endif
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); // VR SUPPORT
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UNITY_INITIALIZE_OUTPUT(v2f, o); // VR SUPPORT
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // VR SUPPORT
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _ResultTex);
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o.color = v.color;
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// 2D rect clipping
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#ifdef UNITY_UI_CLIP_RECT
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{
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float2 pixelSize = o.vertex.w;
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pixelSize /= float2(1.0, 1.0) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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#ifdef MASK_SOFTNESS_OLD
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half2 maskSoftness = half2(_MaskSoftnessX, _MaskSoftnessY);
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#else
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half2 maskSoftness = half2(_UIMaskSoftnessX, _UIMaskSoftnessY);
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#endif
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o.mask = float4(v.vertex.xy * 2.0 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + abs(pixelSize.xy)));
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}
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#endif
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return o;
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}
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float4 ApplyClipRect(float4 color, float4 mask)
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{
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(mask.xy)) * mask.zw);
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color.a *= m.x * m.y;
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color.rgb *= m.x * m.y;
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#endif
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return color;
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}
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