Ð9ºu  OUTLINE_ONUNITY_UI_ALPHACLIPq4#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 _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; 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; float 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; 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; vec2 u_xlat11; vec2 u_xlat12; float u_xlat13; int u_xlati13; bvec3 u_xlatb13; float u_xlat14; float u_xlat18; vec2 u_xlat25; int u_xlati25; bool u_xlatb25; vec2 u_xlat26; mediump vec2 u_xlat16_26; float u_xlat30; vec2 u_xlat31; vec2 u_xlat35; float u_xlat36; float u_xlat37; float u_xlat38; float u_xlat40; mediump float u_xlat16_40; 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 = float(0); u_xlatb0 = u_xlat0>=in_TEXCOORD0.w; u_xlat0 = (u_xlatb0) ? 1.0 : 0.0; u_xlat1 = in_POSITION0.zwxy; u_xlat2.x = u_xlat1.z + _VertexOffsetX; u_xlat14 = u_xlat1.w + _VertexOffsetY; u_xlat2.x = u_xlat2.x; u_xlat2.y = u_xlat14; 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_xlat12.xy = u_xlat3.ww; u_xlat25.xy = _ScreenParams.xx * hlslcc_mtx4x4glstate_matrix_projection[0].xy; u_xlat26.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat25.xy = u_xlat25.xy + u_xlat26.xy; u_xlat26.xy = (-u_xlat25.xy); u_xlat25.xy = max(u_xlat25.xy, u_xlat26.xy); u_xlat25.xy = u_xlat25.xy * vec2(_ScaleX, _ScaleY); u_xlat12.xy = u_xlat12.xy / u_xlat25.xy; u_xlat36 = dot(u_xlat12.xy, u_xlat12.xy); u_xlat36 = inversesqrt(u_xlat36); u_xlat25.x = (-in_TEXCOORD0.w); u_xlat25.x = max(u_xlat25.x, in_TEXCOORD0.w); u_xlat25.x = u_xlat25.x * _GradientScale; u_xlat37 = float(1); u_xlat37 = u_xlat37 + _Sharpness; u_xlat25.x = u_xlat37 * u_xlat25.x; u_xlat36 = u_xlat36 * u_xlat25.x; u_xlat25.x = float(0); u_xlatb25 = u_xlat25.x==hlslcc_mtx4x4glstate_matrix_projection[3].w; if(u_xlatb25){ u_xlat25.x = (-u_xlat36); u_xlat25.x = max(u_xlat36, u_xlat25.x); u_xlat37 = float(1); u_xlat26.x = (-_PerspectiveFilter); u_xlat37 = u_xlat37 + u_xlat26.x; u_xlat25.x = u_xlat37 * u_xlat25.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_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat37 = inversesqrt(u_xlat37); u_xlat4.xyz = vec3(u_xlat37) * 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_xlat26.x = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat26.x = inversesqrt(u_xlat26.x); u_xlat1.xyw = u_xlat1.xyw * u_xlat26.xxx; u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyw); u_xlat13 = (-u_xlat1.x); u_xlat1.x = max(u_xlat13, u_xlat1.x); u_xlat13 = (-u_xlat25.x); u_xlat13 = u_xlat36 + u_xlat13; u_xlat1.x = u_xlat13 * u_xlat1.x; u_xlat36 = u_xlat1.x + u_xlat25.x; } u_xlat1.x = (-_WeightNormal); u_xlat1.x = u_xlat1.x + _WeightBold; u_xlat0 = u_xlat0 * u_xlat1.x; u_xlat0 = u_xlat0 + _WeightNormal; u_xlat0 = u_xlat0 / 4.0; u_xlat0 = u_xlat0 + _FaceDilate; u_xlat0 = u_xlat0 * _ScaleRatioA; u_xlat0 = u_xlat0 * 0.5; u_xlat1.x = float(1); u_xlat13 = _OutlineSoftness * _ScaleRatioA; u_xlat13 = u_xlat36 * u_xlat13; u_xlat1.x = u_xlat13 + u_xlat1.x; u_xlat36 = u_xlat36 / u_xlat1.x; u_xlat0 = (-u_xlat0); u_xlat0 = u_xlat0 + 0.5; u_xlat0 = u_xlat36 * u_xlat0; u_xlat1.x = -0.5; u_xlat0 = u_xlat0 + u_xlat1.x; u_xlat1.x = _OutlineWidth * _ScaleRatioA; u_xlat1.x = u_xlat1.x * 0.5; u_xlat1.x = u_xlat36 * u_xlat1.x; u_xlatb13.x = ivec4(0, 0, 0, 0)!=ivec4(_UIVertexColorAlwaysGammaSpace); u_xlati25 = 0; u_xlati25 = op_not(u_xlati25); u_xlati13 = u_xlatb13.x ? u_xlati25 : int(0); if(u_xlati13 != 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_xlatb13.xyz = lessThan(u_xlat16_7.xyzz, u_xlat16_10.xyzz).xyz; u_xlat16_4.x = (u_xlatb13.x) ? u_xlat16_8.x : u_xlat16_9.x; u_xlat16_4.y = (u_xlatb13.y) ? u_xlat16_8.y : u_xlat16_9.y; u_xlat16_4.z = (u_xlatb13.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_xlat40 = in_COLOR0.w; u_xlat16_4.w = u_xlat40; u_xlat16_5 = u_xlat16_4 * _FaceColor; u_xlat16_6.xyz = u_xlat16_5.www * u_xlat16_5.xyz; u_xlat16_7 = _OutlineColor; u_xlat26.x = u_xlat16_7.w; u_xlat40 = u_xlat16_4.w * u_xlat26.x; u_xlat16_40 = u_xlat40; u_xlat16_4.xyz = vec3(u_xlat16_40) * 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_40; u_xlat26.x = float(2); u_xlat26.x = u_xlat1.x * u_xlat26.x; u_xlat26.x = min(u_xlat26.x, 1.0); u_xlat26.x = sqrt(u_xlat26.x); u_xlat5 = (-u_xlat6); u_xlat4 = u_xlat4 + u_xlat5; u_xlat4 = u_xlat26.xxxx * u_xlat4; u_xlat4 = u_xlat4 + u_xlat6; u_xlat16_4 = u_xlat4; 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_xlat26.xy = (-u_xlat5.xy); u_xlat26.xy = u_xlat26.xy + u_xlat2.xy; u_xlat11.xy = (-u_xlat5.xy); u_xlat11.xy = u_xlat5.zw + u_xlat11.xy; u_xlat31.xy = u_xlat26.xy / u_xlat11.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_xlat31.xy; u_xlat26.x = (-u_xlat1.x); u_xlat18 = u_xlat0 + u_xlat26.x; u_xlat30 = u_xlat0 + u_xlat1.x; u_xlat16_6.x = u_xlat36; u_xlat16_6.y = u_xlat18; u_xlat16_6.z = u_xlat30; u_xlat16_6.w = u_xlat0; u_xlat26.x = max(_MaskSoftnessX, _UIMaskSoftnessX); u_xlat38 = max(_MaskSoftnessY, _UIMaskSoftnessY); u_xlat16_26.x = u_xlat26.x; u_xlat16_26.y = u_xlat38; u_xlat11.xy = vec2(ivec2(2, 2)); u_xlat11.xy = u_xlat2.xy * u_xlat11.xy; u_xlat35.xy = (-u_xlat5.xy); u_xlat11.xy = u_xlat35.xy + u_xlat11.xy; u_xlat35.xy = (-u_xlat5.zw); u_xlat1.xy = u_xlat35.xy + u_xlat11.xy; u_xlat16_9.x = float(0.25); u_xlat16_9.y = float(0.25); u_xlat16_9.xy = u_xlat16_26.xy * u_xlat16_9.xy; u_xlat9.xy = u_xlat16_9.xy; u_xlat11.xy = u_xlat12.xy + u_xlat9.xy; u_xlat25.xy = vec2(0.25, 0.25) / u_xlat11.xy; u_xlat16_1.xy = u_xlat1.xy; u_xlat16_1.zw = u_xlat25.xy; 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; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #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 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; layout(location = 0) out mediump vec4 SV_Target0; float u_xlat0; mediump vec4 u_xlat16_0; float u_xlat1; mediump vec4 u_xlat16_1; mediump vec4 u_xlat16_2; int u_xlati3; bool u_xlatb3; float u_xlat4; void main() { u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat4 = vs_TEXCOORD1.x; u_xlat0 = u_xlat4 * u_xlat16_0.x; u_xlat16_0.x = u_xlat0; u_xlat16_1.x = (-vs_TEXCOORD1.z); u_xlat16_1.x = u_xlat16_0.x + u_xlat16_1.x; u_xlat16_1.x = max(u_xlat16_1.x, 0.0); u_xlat16_1.x = min(u_xlat16_1.x, 1.0); u_xlat16_2 = (-vs_COLOR1); u_xlat16_2 = u_xlat16_2 + vs_COLOR0; u_xlat16_1 = u_xlat16_1.xxxx * u_xlat16_2; u_xlat16_1 = u_xlat16_1 + vs_COLOR1; u_xlat16_2.x = (-vs_TEXCOORD1.y); u_xlat16_2.x = u_xlat16_0.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_1 * u_xlat16_2.xxxx; u_xlat16_1.x = 0.00100000005; u_xlat16_1.x = (-u_xlat16_1.x); u_xlat16_1.x = u_xlat16_0.w + u_xlat16_1.x; u_xlat1 = u_xlat16_1.x; u_xlatb3 = u_xlat1<0.0; u_xlati3 = u_xlatb3 ? int(0xFFFFFFFFu) : int(0); if((u_xlati3)!=0){discard;} SV_Target0 = u_xlat16_0; return; } #endif $Globals¨_WorldSpaceCameraPos _ScreenParams _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP _WeightNormalT _WeightBoldX _ScaleRatioA\_VertexOffsetX`_VertexOffsetYd _ClipRectp_MaskSoftnessX€_MaskSoftnessY„_GradientScaleˆ_ScaleXŒ_ScaleY�_PerspectiveFilter” _Sharpness˜_UIMaskSoftnessXœ_UIMaskSoftnessY _UIVertexColorAlwaysGammaSpace¤unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection unity_MatrixVPà_MainTex$Globals