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							- struct vertex_t {
 
-     UNITY_VERTEX_INPUT_INSTANCE_ID
 
-     float4	position		: POSITION;
 
-     float3	normal			: NORMAL;
 
-     float4	color			: COLOR;
 
-     float2	texcoord0		: TEXCOORD0;
 
-     float2	texcoord1		: TEXCOORD1;
 
- };
 
- struct pixel_t {
 
-     UNITY_VERTEX_INPUT_INSTANCE_ID
 
-     UNITY_VERTEX_OUTPUT_STEREO
 
-     float4	position		: SV_POSITION;
 
-     float4	faceColor		: COLOR;
 
-     float4	outlineColor	: COLOR1;
 
-     float4	texcoord0		: TEXCOORD0;
 
-     float4	param			: TEXCOORD1;		// weight, scaleRatio
 
-     float2	mask			: TEXCOORD2;
 
-     #if (UNDERLAY_ON || UNDERLAY_INNER)
 
-     float4	texcoord2		: TEXCOORD3;
 
-     float4	underlayColor	: COLOR2;
 
-     #endif
 
- };
 
- float4 SRGBToLinear(float4 rgba) {
 
-     return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
 
- }
 
- pixel_t VertShader(vertex_t input)
 
- {
 
-     pixel_t output;
 
-     UNITY_INITIALIZE_OUTPUT(pixel_t, output);
 
-     UNITY_SETUP_INSTANCE_ID(input);
 
-     UNITY_TRANSFER_INSTANCE_ID(input, output);
 
-     UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
-     float bold = step(input.texcoord1.y, 0);
 
-     float4 vert = input.position;
 
-     vert.x += _VertexOffsetX;
 
-     vert.y += _VertexOffsetY;
 
-     float4 vPosition = UnityObjectToClipPos(vert);
 
-     float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
 
-     weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
 
-     // Generate UV for the Masking Texture
 
-     float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
 
-     float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
 
-     float4 color = input.color;
 
-     #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
 
-     color = SRGBToLinear(input.color);
 
-     #endif
 
-     float opacity = color.a;
 
-     #if (UNDERLAY_ON | UNDERLAY_INNER)
 
-     opacity = 1.0;
 
-     #endif
 
-     float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
 
-     faceColor.rgb *= faceColor.a;
 
-     float4 outlineColor = _OutlineColor;
 
-     outlineColor.a *= opacity;
 
-     outlineColor.rgb *= outlineColor.a;
 
-     output.position = vPosition;
 
-     output.faceColor = faceColor;
 
-     output.outlineColor = outlineColor;
 
-     output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
 
-     output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
 
-     float2 mask = float2(0, 0);
 
-     #if UNITY_UI_CLIP_RECT
 
-     mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
 
-     #endif
 
-     output.mask = mask;
 
-     #if (UNDERLAY_ON || UNDERLAY_INNER)
 
-     float4 underlayColor = _UnderlayColor;
 
-     underlayColor.rgb *= underlayColor.a;
 
-     float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
 
-     float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
 
-     output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
 
-     output.underlayColor = underlayColor;
 
-     #endif
 
-     return output;
 
- }
 
- float4 PixShader(pixel_t input) : SV_Target
 
- {
 
-     UNITY_SETUP_INSTANCE_ID(input);
 
-     float d = tex2D(_MainTex, input.texcoord0.xy).a;
 
-     float2 UV = input.texcoord0.xy;
 
-     float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
 
-     #if (UNDERLAY_ON | UNDERLAY_INNER)
 
-     float layerScale = scale;
 
-     layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
 
-     float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
 
-     #endif
 
-     scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
 
-     float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
 
-     #ifdef OUTLINE_ON
 
-     float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
 
-     faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
 
-     faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
 
-     #endif
 
-     #if UNDERLAY_ON
 
-     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
 
-     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
 
-     #endif
 
-     #if UNDERLAY_INNER
 
-     float bias = input.param.x * scale - 0.5;
 
-     float sd = saturate(d * scale - bias - input.param.z);
 
-     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
 
-     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
 
-     #endif
 
-     #ifdef MASKING
 
-     float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
 
-     float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
 
-     a = saturate(t / _MaskEdgeSoftness);
 
-     faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
 
-     faceColor *= a;
 
-     #endif
 
-     // Alternative implementation to UnityGet2DClipping with support for softness
 
-     #if UNITY_UI_CLIP_RECT
 
-     float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
 
-     float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
 
-     faceColor *= m.x * m.y;
 
-     #endif
 
-     #if (UNDERLAY_ON | UNDERLAY_INNER)
 
-     faceColor *= input.texcoord2.z;
 
-     #endif
 
-     #if UNITY_UI_ALPHACLIP
 
-     clip(faceColor.a - 0.001);
 
-     #endif
 
-     return faceColor;
 
- }
 
 
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