((şu  OUTLINE_ON UNDERLAY_ONUNITY_UI_ALPHACLIPUNITY_UI_CLIP_RECT´!#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec3 _WorldSpaceCameraPos; uniform vec4 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _FaceColor; uniform float _FaceDilate; uniform float _OutlineSoftness; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _UnderlayOffsetX; uniform float _UnderlayOffsetY; uniform float _UnderlayDilate; uniform float _UnderlaySoftness; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _ScaleRatioC; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; mediump vec4 vs_COLOR0; out mediump vec4 vs_COLOR1; out highp vec4 vs_TEXCOORD0; out mediump vec4 vs_TEXCOORD1; out mediump vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out mediump vec2 vs_TEXCOORD4; vec3 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; bool u_xlatb2; vec4 u_xlat3; mediump vec4 u_xlat16_3; vec4 u_xlat4; vec2 u_xlat5; float u_xlat6; float u_xlat7; vec2 u_xlat10; float u_xlat11; float u_xlat15; bool u_xlatb15; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat2 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat3 = u_xlat2.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; gl_Position = u_xlat2; u_xlat16_3.xyz = in_COLOR0.xyz; u_xlat16_3.w = 1.0; u_xlat16_3 = u_xlat16_3 * _FaceColor; vs_COLOR0.xyz = u_xlat16_3.www * u_xlat16_3.xyz; vs_COLOR0.w = _FaceColor.w; vs_COLOR1.xyz = _OutlineColor.www * _OutlineColor.xyz; vs_COLOR1.w = _OutlineColor.w; u_xlat3 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat3 = min(u_xlat3, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat10.xy = u_xlat0.xy + (-u_xlat3.xy); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat3.xy); u_xlat4.xy = (-u_xlat3.zw) + u_xlat0.xy; u_xlat0.xy = (-u_xlat3.xy) + u_xlat3.zw; vs_TEXCOORD0.zw = u_xlat10.xy / u_xlat0.xy; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat15 = inversesqrt(u_xlat15); u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz; u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz); u_xlat5.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat5.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat5.xy; u_xlat5.xy = abs(u_xlat5.xy) * vec2(_ScaleX, _ScaleY); u_xlat5.xy = u_xlat2.ww / u_xlat5.xy; u_xlat15 = dot(u_xlat5.xy, u_xlat5.xy); u_xlat15 = inversesqrt(u_xlat15); u_xlat1.x = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat6 = _Sharpness + 1.0; u_xlat1.x = u_xlat6 * u_xlat1.x; u_xlat6 = u_xlat15 * u_xlat1.x; u_xlat11 = (-_PerspectiveFilter) + 1.0; u_xlat11 = u_xlat11 * abs(u_xlat6); u_xlat15 = u_xlat15 * u_xlat1.x + (-u_xlat11); u_xlat0.x = abs(u_xlat0.x) * u_xlat15 + u_xlat11; u_xlatb15 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat0.x = (u_xlatb15) ? u_xlat0.x : u_xlat6; u_xlat15 = _OutlineSoftness * _ScaleRatioA; u_xlat15 = u_xlat15 * u_xlat0.x + 1.0; u_xlat1.x = u_xlat0.x / u_xlat15; u_xlat15 = _OutlineWidth * _ScaleRatioA; u_xlat15 = u_xlat1.x * u_xlat15; u_xlatb2 = 0.0>=in_TEXCOORD0.w; u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0); u_xlat7 = (-_WeightNormal) + _WeightBold; u_xlat2.x = u_xlat2.x * u_xlat7 + _WeightNormal; u_xlat2.x = u_xlat2.x * 0.25 + _FaceDilate; u_xlat2.x = u_xlat2.x * _ScaleRatioA; u_xlat2.x = (-u_xlat2.x) * 0.5 + 0.5; u_xlat1.w = u_xlat2.x * u_xlat1.x + -0.5; u_xlat1.y = (-u_xlat15) * 0.5 + u_xlat1.w; u_xlat1.z = u_xlat15 * 0.5 + u_xlat1.w; vs_TEXCOORD1 = u_xlat1; u_xlat1.xy = max(vec2(_MaskSoftnessX, _MaskSoftnessY), vec2(_UIMaskSoftnessX, _UIMaskSoftnessY)); u_xlat5.xy = u_xlat1.xy * vec2(0.25, 0.25) + u_xlat5.xy; u_xlat4.zw = vec2(0.25, 0.25) / u_xlat5.xy; vs_TEXCOORD2 = u_xlat4; vs_TEXCOORD3.z = in_COLOR0.w; vs_TEXCOORD3.w = 0.0; u_xlat1 = vec4(_UnderlaySoftness, _UnderlayDilate, _UnderlayOffsetX, _UnderlayOffsetY) * vec4(vec4(_ScaleRatioC, _ScaleRatioC, _ScaleRatioC, _ScaleRatioC)); u_xlat5.xy = (-u_xlat1.zw) * vec2(_GradientScale); u_xlat5.xy = u_xlat5.xy / vec2(_TextureWidth, _TextureHeight); vs_TEXCOORD3.xy = u_xlat5.xy + in_TEXCOORD0.xy; u_xlat5.x = u_xlat1.x * u_xlat0.x + 1.0; u_xlat0.x = u_xlat0.x / u_xlat5.x; u_xlat10.x = u_xlat0.x * u_xlat1.y; u_xlat15 = u_xlat2.x * u_xlat0.x + -0.5; u_xlat0.y = (-u_xlat10.x) * 0.5 + u_xlat15; vs_TEXCOORD4.xy = u_xlat0.xy; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform mediump vec4 _UnderlayColor; uniform vec4 _ClipRect; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD0; in mediump vec4 vs_TEXCOORD1; in mediump vec4 vs_TEXCOORD2; in highp vec4 vs_TEXCOORD3; in mediump vec2 vs_TEXCOORD4; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump vec4 u_xlat16_0; mediump float u_xlat16_1; mediump vec4 u_xlat16_2; vec2 u_xlat3; bool u_xlatb3; void main() { u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD3.xy).w; u_xlat16_1 = u_xlat16_0.x * vs_TEXCOORD4.x + (-vs_TEXCOORD4.y); u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); u_xlat16_0.xyz = _UnderlayColor.www * _UnderlayColor.xyz; u_xlat16_0.w = _UnderlayColor.w; u_xlat0 = vec4(u_xlat16_1) * u_xlat16_0; u_xlat16_2.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat16_1 = u_xlat16_2.x * vs_TEXCOORD1.x + (-vs_TEXCOORD1.y); u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); u_xlat16_2 = vec4(u_xlat16_1) * vs_COLOR1; u_xlat16_1 = (-vs_COLOR1.w) * u_xlat16_1 + 1.0; u_xlat0 = u_xlat0 * vec4(u_xlat16_1) + u_xlat16_2; u_xlat3.xy = (-_ClipRect.xy) + _ClipRect.zw; u_xlat3.xy = u_xlat3.xy + -abs(vs_TEXCOORD2.xy); u_xlat3.xy = u_xlat3.xy * vs_TEXCOORD2.zw; u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0); u_xlat16_1 = u_xlat3.y * u_xlat3.x; u_xlat16_0 = u_xlat0 * vec4(u_xlat16_1); u_xlat16_1 = u_xlat16_0.w * vs_TEXCOORD3.z + -0.00100000005; u_xlat0 = u_xlat16_0 * vs_TEXCOORD3.zzzz; SV_Target0 = u_xlat0; u_xlatb3 = u_xlat16_1<0.0; if(u_xlatb3){discard;} return; } #endif $Globals !_UnderlayColor _ClipRect _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP_UnderlayOffsetXT_UnderlayOffsetYX_UnderlayDilate\_UnderlaySoftness` _WeightNormald _WeightBoldh _ScaleRatioAl _ScaleRatioCp_VertexOffsetXt_VertexOffsetYx _ClipRect€_MaskSoftnessX_MaskSoftnessY” _TextureWidth˜_TextureHeightœ_GradientScale _ScaleX¤_ScaleY¨_PerspectiveFilterĴ _Sharpness°_UIMaskSoftnessX´_UIMaskSoftnessY¸unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection unity_MatrixVPà_MainTex$Globals