场景设计
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Shader "Hidden/ChocDino/UIFX/Composite"
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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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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "ColorUtils.cginc"
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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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};
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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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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata 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.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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// NOTE: Since the UI element was rendered to a black target, the RGB values are now effectively pre-multiplied by alpha
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float4 col = tex2D(_MainTex, i.uv);
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// NOTE: We have to sqrt the alpha channel to reverse the effects of alpha blending because alpha blending causes the written to a zero dst alpha channel to be squared.
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// Luckily this is only an issue before Unity 2020.1.0 where they changed UI rendering to use premultiplied alpha.
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// However still not sure how this would play with custom UI rendering if other blend modes are used.
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col.a = sqrt(col.a);
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return col;
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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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Cull Off
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ZWrite Off
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ZTest Always
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Blend One OneMinusSrcAlpha // Premultiplied transparency
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Pass
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{
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Name "Composite-FromAlphaBlended-ToPremultiplied"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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