LFºu  OUTLINE_ON UNDERLAY_ONUNITY_UI_ALPHACLIP°?#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; uniform int _UIVertexColorAlwaysGammaSpace; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out mediump vec4 vs_COLOR1; out highp vec4 vs_TEXCOORD0; out mediump vec4 vs_TEXCOORD1; mediump vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out mediump vec2 vs_TEXCOORD4; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec3 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; mediump vec4 u_xlat16_4; bvec3 u_xlatb4; vec4 u_xlat5; mediump vec4 u_xlat16_5; vec4 u_xlat6; mediump vec4 u_xlat16_6; vec4 u_xlat7; mediump vec4 u_xlat16_7; mediump vec4 u_xlat16_8; vec2 u_xlat9; mediump vec3 u_xlat16_9; mediump vec3 u_xlat16_10; float u_xlat11; mediump vec2 u_xlat16_11; vec2 u_xlat12; vec2 u_xlat13; vec2 u_xlat14; float u_xlat15; float u_xlat16; float u_xlat20; float u_xlat25; float u_xlat26; vec2 u_xlat29; bool u_xlatb29; vec2 u_xlat30; mediump vec2 u_xlat16_30; int u_xlati30; float u_xlat34; vec2 u_xlat35; vec2 u_xlat40; float u_xlat42; float u_xlat43; int u_xlati43; bool u_xlatb43; float u_xlat44; float u_xlat46; mediump float u_xlat16_46; int op_not(int value) { return -value - 1; } ivec2 op_not(ivec2 a) { a.x = op_not(a.x); a.y = op_not(a.y); return a; } ivec3 op_not(ivec3 a) { a.x = op_not(a.x); a.y = op_not(a.y); a.z = op_not(a.z); return a; } ivec4 op_not(ivec4 a) { a.x = op_not(a.x); a.y = op_not(a.y); a.z = op_not(a.z); a.w = op_not(a.w); return a; } void main() { u_xlat0.x = float(0); u_xlatb0 = u_xlat0.x>=in_TEXCOORD0.w; u_xlat0.x = (u_xlatb0) ? 1.0 : 0.0; u_xlat1 = in_POSITION0.zwxy; u_xlat2.x = u_xlat1.z + _VertexOffsetX; u_xlat16 = u_xlat1.w + _VertexOffsetY; u_xlat2.x = u_xlat2.x; u_xlat2.y = u_xlat16; u_xlat2.z = u_xlat1.x; u_xlat2.xyz = u_xlat2.xyz; u_xlat3 = u_xlat2.xxxx * hlslcc_mtx4x4unity_ObjectToWorld[0]; u_xlat4 = u_xlat2.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = u_xlat2.zzzz * hlslcc_mtx4x4unity_ObjectToWorld[2]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = hlslcc_mtx4x4unity_ObjectToWorld[3] * vec4(1.0, 1.0, 1.0, 1.0); u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = u_xlat3.xxxx * hlslcc_mtx4x4unity_MatrixVP[0]; u_xlat5 = u_xlat3.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat4 = u_xlat4 + u_xlat5; u_xlat5 = u_xlat3.zzzz * hlslcc_mtx4x4unity_MatrixVP[2]; u_xlat4 = u_xlat4 + u_xlat5; u_xlat3 = u_xlat3.wwww * hlslcc_mtx4x4unity_MatrixVP[3]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat3 = u_xlat3; u_xlat3 = u_xlat3; u_xlat14.xy = u_xlat3.ww; u_xlat29.xy = _ScreenParams.xx * hlslcc_mtx4x4glstate_matrix_projection[0].xy; u_xlat30.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat29.xy = u_xlat29.xy + u_xlat30.xy; u_xlat30.xy = (-u_xlat29.xy); u_xlat29.xy = max(u_xlat29.xy, u_xlat30.xy); u_xlat29.xy = u_xlat29.xy * vec2(_ScaleX, _ScaleY); u_xlat14.xy = u_xlat14.xy / u_xlat29.xy; u_xlat42 = dot(u_xlat14.xy, u_xlat14.xy); u_xlat42 = inversesqrt(u_xlat42); u_xlat29.x = (-in_TEXCOORD0.w); u_xlat29.x = max(u_xlat29.x, in_TEXCOORD0.w); u_xlat29.x = u_xlat29.x * _GradientScale; u_xlat43 = float(1); u_xlat43 = u_xlat43 + _Sharpness; u_xlat29.x = u_xlat43 * u_xlat29.x; u_xlat42 = u_xlat42 * u_xlat29.x; u_xlat29.x = float(0); u_xlatb29 = u_xlat29.x==hlslcc_mtx4x4glstate_matrix_projection[3].w; if(u_xlatb29){ u_xlat29.x = (-u_xlat42); u_xlat29.x = max(u_xlat42, u_xlat29.x); u_xlat43 = float(1); u_xlat30.x = (-_PerspectiveFilter); u_xlat43 = u_xlat43 + u_xlat30.x; u_xlat29.x = u_xlat43 * u_xlat29.x; u_xlat4.xyz = in_NORMAL0.xyz; u_xlat5.x = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat5.y = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat5.z = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat43 = inversesqrt(u_xlat43); u_xlat4.xyz = vec3(u_xlat43) * u_xlat5.xyz; u_xlat2.x = u_xlat2.x; u_xlat2.y = u_xlat2.y; u_xlat1.xy = u_xlat1.xy; u_xlat5.xyz = u_xlat2.xxx * hlslcc_mtx4x4unity_ObjectToWorld[0].xyz; u_xlat6.xyz = u_xlat2.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat6.xyz = u_xlat1.xxx * hlslcc_mtx4x4unity_ObjectToWorld[2].xyz; u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat1.xyw = u_xlat1.yyy * hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; u_xlat1.xyw = u_xlat1.xyw + u_xlat5.xyz; u_xlat1.xyw = u_xlat1.xyw; u_xlat1.xyw = (-u_xlat1.xyw); u_xlat1.xyw = u_xlat1.xyw + _WorldSpaceCameraPos.xyz; u_xlat1.xyw = u_xlat1.xyw; u_xlat30.x = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat30.x = inversesqrt(u_xlat30.x); u_xlat1.xyw = u_xlat1.xyw * u_xlat30.xxx; u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyw); u_xlat15 = (-u_xlat1.x); u_xlat1.x = max(u_xlat15, u_xlat1.x); u_xlat15 = (-u_xlat29.x); u_xlat15 = u_xlat42 + u_xlat15; u_xlat1.x = u_xlat15 * u_xlat1.x; u_xlat42 = u_xlat1.x + u_xlat29.x; } u_xlat1.x = (-_WeightNormal); u_xlat1.x = u_xlat1.x + _WeightBold; u_xlat0.x = u_xlat0.x * u_xlat1.x; u_xlat0.x = u_xlat0.x + _WeightNormal; u_xlat0.x = u_xlat0.x / 4.0; u_xlat0.x = u_xlat0.x + _FaceDilate; u_xlat0.x = u_xlat0.x * _ScaleRatioA; u_xlat0.x = u_xlat0.x * 0.5; u_xlat42 = u_xlat42; u_xlat1.x = float(1); u_xlat15 = _OutlineSoftness * _ScaleRatioA; u_xlat15 = u_xlat42 * u_xlat15; u_xlat1.x = u_xlat15 + u_xlat1.x; u_xlat1.x = u_xlat42 / u_xlat1.x; u_xlat15 = (-u_xlat0.x); u_xlat15 = u_xlat15 + 0.5; u_xlat15 = u_xlat1.x * u_xlat15; u_xlat29.x = -0.5; u_xlat15 = u_xlat29.x + u_xlat15; u_xlat29.x = _OutlineWidth * _ScaleRatioA; u_xlat29.x = u_xlat29.x * 0.5; u_xlat29.x = u_xlat1.x * u_xlat29.x; u_xlatb43 = ivec4(0, 0, 0, 0)!=ivec4(_UIVertexColorAlwaysGammaSpace); u_xlati30 = 0; u_xlati30 = op_not(u_xlati30); u_xlati43 = u_xlatb43 ? u_xlati30 : int(0); if(u_xlati43 != 0) { u_xlat16_7.xyz = in_COLOR0.xyz; u_xlat16_8.x = float(0.0849710032); u_xlat16_8.y = float(0.0849710032); u_xlat16_8.z = float(0.0849710032); u_xlat16_8.xyz = u_xlat16_7.xyz * u_xlat16_8.xyz; u_xlat16_9.x = float(0.000163029006); u_xlat16_9.y = float(0.000163029006); u_xlat16_9.z = float(0.000163029006); u_xlat16_9.xyz = (-u_xlat16_9.xyz); u_xlat16_8.xyz = u_xlat16_8.xyz + u_xlat16_9.xyz; u_xlat16_9.x = float(0.265884995); u_xlat16_9.y = float(0.265884995); u_xlat16_9.z = float(0.265884995); u_xlat16_9.xyz = u_xlat16_7.xyz * u_xlat16_9.xyz; u_xlat16_10.x = float(0.736584008); u_xlat16_10.y = float(0.736584008); u_xlat16_10.z = float(0.736584008); u_xlat16_9.xyz = u_xlat16_9.xyz + u_xlat16_10.xyz; u_xlat16_9.xyz = u_xlat16_7.xyz * u_xlat16_9.xyz; u_xlat16_10.x = float(0.00980184041); u_xlat16_10.y = float(0.00980184041); u_xlat16_10.z = float(0.00980184041); u_xlat16_10.xyz = (-u_xlat16_10.xyz); u_xlat16_9.xyz = u_xlat16_9.xyz + u_xlat16_10.xyz; u_xlat16_9.xyz = u_xlat16_7.xyz * u_xlat16_9.xyz; u_xlat16_10.x = float(0.00319697009); u_xlat16_10.y = float(0.00319697009); u_xlat16_10.z = float(0.00319697009); u_xlat16_9.xyz = u_xlat16_9.xyz + u_xlat16_10.xyz; u_xlat16_10.x = float(0.0725490004); u_xlat16_10.y = float(0.0725490004); u_xlat16_10.z = float(0.0725490004); u_xlatb4.xyz = lessThan(u_xlat16_7.xyzx, u_xlat16_10.xyzx).xyz; u_xlat16_4.x = (u_xlatb4.x) ? u_xlat16_8.x : u_xlat16_9.x; u_xlat16_4.y = (u_xlatb4.y) ? u_xlat16_8.y : u_xlat16_9.y; u_xlat16_4.z = (u_xlatb4.z) ? u_xlat16_8.z : u_xlat16_9.z; u_xlat16_4.xyz = u_xlat16_4.xyz; } else { u_xlat16_4.xyz = in_COLOR0.xyz; } u_xlat46 = 1.0; u_xlat16_4.w = u_xlat46; u_xlat16_5 = u_xlat16_4 * _FaceColor; u_xlat16_6.xyz = u_xlat16_5.www * u_xlat16_5.xyz; u_xlat16_7 = _OutlineColor; u_xlat30.x = u_xlat16_7.w; u_xlat46 = u_xlat16_4.w * u_xlat30.x; u_xlat16_46 = u_xlat46; u_xlat16_4.xyz = vec3(u_xlat16_46) * u_xlat16_7.xyz; u_xlat6.xyz = u_xlat16_6.xyz; u_xlat6.w = u_xlat16_5.w; u_xlat4.xyz = u_xlat16_4.xyz; u_xlat4.w = u_xlat16_46; u_xlat30.x = float(2); u_xlat30.x = u_xlat29.x * u_xlat30.x; u_xlat30.x = min(u_xlat30.x, 1.0); u_xlat30.x = sqrt(u_xlat30.x); u_xlat5 = (-u_xlat6); u_xlat4 = u_xlat4 + u_xlat5; u_xlat4 = u_xlat30.xxxx * u_xlat4; u_xlat4 = u_xlat4 + u_xlat6; u_xlat16_4 = u_xlat4; u_xlat30.x = float(1); u_xlat44 = _UnderlaySoftness * _ScaleRatioC; u_xlat44 = u_xlat42 * u_xlat44; u_xlat30.x = u_xlat44 + u_xlat30.x; u_xlat11 = u_xlat42 / u_xlat30.x; u_xlat30.x = (-u_xlat0.x); u_xlat30.x = u_xlat30.x + 0.5; u_xlat30.x = u_xlat11 * u_xlat30.x; u_xlat44 = -0.5; u_xlat30.x = u_xlat44 + u_xlat30.x; u_xlat44 = _UnderlayDilate * _ScaleRatioC; u_xlat44 = u_xlat44 * 0.5; u_xlat44 = u_xlat11 * u_xlat44; u_xlat44 = (-u_xlat44); u_xlat25 = u_xlat44 + u_xlat30.x; u_xlat30.x = _UnderlayOffsetX * _ScaleRatioC; u_xlat30.x = (-u_xlat30.x); u_xlat30.x = u_xlat30.x * _GradientScale; u_xlat12.x = u_xlat30.x / _TextureWidth; u_xlat30.x = _UnderlayOffsetY * _ScaleRatioC; u_xlat30.x = (-u_xlat30.x); u_xlat30.x = u_xlat30.x * _GradientScale; u_xlat26 = u_xlat30.x / _TextureHeight; u_xlat12.x = u_xlat12.x; u_xlat12.y = u_xlat26; u_xlat5 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat5 = min(u_xlat5, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat30.xy = (-u_xlat5.xy); u_xlat30.xy = u_xlat30.xy + u_xlat2.xy; u_xlat40.xy = (-u_xlat5.xy); u_xlat40.xy = u_xlat5.zw + u_xlat40.xy; u_xlat35.xy = u_xlat30.xy / u_xlat40.xy; u_xlat3 = u_xlat3; u_xlat16_8.xyz = u_xlat6.xyz; u_xlat16_8.w = u_xlat6.w; u_xlat16_4 = u_xlat16_4; u_xlat7.xy = in_TEXCOORD0.xy; u_xlat7.zw = u_xlat35.xy; u_xlat30.x = (-u_xlat29.x); u_xlat20 = u_xlat15 + u_xlat30.x; u_xlat34 = u_xlat29.x + u_xlat15; u_xlat16_6.x = u_xlat1.x; u_xlat16_6.y = u_xlat20; u_xlat16_6.z = u_xlat34; u_xlat16_6.w = u_xlat15; u_xlat30.x = max(_MaskSoftnessX, _UIMaskSoftnessX); u_xlat44 = max(_MaskSoftnessY, _UIMaskSoftnessY); u_xlat16_30.x = u_xlat30.x; u_xlat16_30.y = u_xlat44; u_xlat40.xy = vec2(ivec2(2, 2)); u_xlat40.xy = u_xlat2.xy * u_xlat40.xy; u_xlat13.xy = (-u_xlat5.xy); u_xlat40.xy = u_xlat40.xy + u_xlat13.xy; u_xlat13.xy = (-u_xlat5.zw); u_xlat1.xy = u_xlat40.xy + u_xlat13.xy; u_xlat16_9.x = float(0.25); u_xlat16_9.y = float(0.25); u_xlat16_9.xy = u_xlat16_30.xy * u_xlat16_9.xy; u_xlat9.xy = u_xlat16_9.xy; u_xlat40.xy = u_xlat14.xy + u_xlat9.xy; u_xlat29.xy = vec2(0.25, 0.25) / u_xlat40.xy; u_xlat16_1.xy = u_xlat1.xy; u_xlat16_1.zw = u_xlat29.xy; u_xlat0.xy = u_xlat12.xy + in_TEXCOORD0.xy; u_xlat0.z = in_COLOR0.w; u_xlat0.w = float(0); u_xlat16_11.x = u_xlat11; u_xlat16_11.y = u_xlat25; gl_Position = u_xlat3; vs_COLOR0 = u_xlat16_8; vs_COLOR1 = u_xlat16_4; vs_TEXCOORD0 = u_xlat7; vs_TEXCOORD1 = u_xlat16_6; vs_TEXCOORD2 = u_xlat16_1; vs_TEXCOORD3 = u_xlat0; vs_TEXCOORD4.xy = u_xlat16_11.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; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR0; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD0; in mediump vec4 vs_TEXCOORD1; 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; vec4 u_xlat1; mediump vec3 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; float u_xlat3; mediump float u_xlat16_3; float u_xlat4; mediump float u_xlat16_4; int u_xlati5; bool u_xlatb5; float u_xlat6; mediump float u_xlat16_7; float u_xlat9; mediump float u_xlat16_10; void main() { u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat6 = vs_TEXCOORD1.x; u_xlat0.x = u_xlat6 * u_xlat16_0.x; u_xlat16_1.x = u_xlat0.x; u_xlat16_7 = (-vs_TEXCOORD1.z); u_xlat16_7 = u_xlat16_7 + u_xlat16_1.x; u_xlat16_7 = max(u_xlat16_7, 0.0); u_xlat16_7 = min(u_xlat16_7, 1.0); u_xlat16_0 = (-vs_COLOR1); u_xlat16_0 = u_xlat16_0 + vs_COLOR0; u_xlat16_0 = u_xlat16_0 * vec4(u_xlat16_7); u_xlat16_0 = u_xlat16_0 + vs_COLOR1; u_xlat16_2.x = (-vs_TEXCOORD1.y); u_xlat16_2.x = u_xlat16_1.x + u_xlat16_2.x; u_xlat16_2.x = max(u_xlat16_2.x, 0.0); u_xlat16_2.x = min(u_xlat16_2.x, 1.0); u_xlat16_0 = u_xlat16_0 * u_xlat16_2.xxxx; u_xlat16_3 = texture(_MainTex, vs_TEXCOORD3.xy).w; u_xlat9 = vs_TEXCOORD4.x; u_xlat3 = u_xlat9 * u_xlat16_3; u_xlat16_3 = u_xlat3; u_xlat16_1.xyz = _UnderlayColor.www * _UnderlayColor.xyz; u_xlat1.xyz = u_xlat16_1.xyz; u_xlat1.w = _UnderlayColor.w; u_xlat16_2.x = (-vs_TEXCOORD4.y); u_xlat16_2.x = u_xlat16_2.x + u_xlat16_3; u_xlat16_2.x = max(u_xlat16_2.x, 0.0); u_xlat16_2 = min(u_xlat16_2.xxxx, vec4(1.0, 1.0, 1.0, 1.0)); u_xlat2 = u_xlat16_2; u_xlat1 = u_xlat1 * u_xlat2; u_xlat16_4 = float(1); u_xlat16_10 = (-u_xlat16_0.w); u_xlat16_2 = vec4(u_xlat16_10) + vec4(u_xlat16_4); u_xlat2 = u_xlat16_2; u_xlat1 = u_xlat1 * u_xlat2; u_xlat0 = u_xlat16_0; u_xlat0 = u_xlat1 + u_xlat0; u_xlat16_0 = u_xlat0; u_xlat0 = u_xlat16_0; u_xlat0 = u_xlat0 * vs_TEXCOORD3.zzzz; u_xlat16_0 = u_xlat0; u_xlat16_4 = 0.00100000005; u_xlat16_4 = (-u_xlat16_4); u_xlat16_4 = u_xlat16_0.w + u_xlat16_4; u_xlat4 = u_xlat16_4; u_xlatb5 = u_xlat4<0.0; u_xlati5 = u_xlatb5 ? int(0xFFFFFFFFu) : int(0); if((u_xlati5)!=0){discard;} SV_Target0 = u_xlat16_0; return; } #endif $Globals"_UnderlayColor _ScreenParams _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP_UnderlayOffsetXT_UnderlayOffsetYX_UnderlayDilate\_UnderlaySoftness` _WeightNormald _WeightBoldh _ScaleRatioAl _ScaleRatioCp_VertexOffsetXt_VertexOffsetYx _ClipRect€_MaskSoftnessX�_MaskSoftnessY” _TextureWidth˜_TextureHeightœ_GradientScale _ScaleX¤_ScaleY¨_PerspectiveFilter¬ _Sharpness°_UIMaskSoftnessX´_UIMaskSoftnessY¸_UIVertexColorAlwaysGammaSpace¼unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection unity_MatrixVPà_MainTex$Globals