�/ºu UNITY_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 float _FaceDilate; uniform float _OutlineSoftness; uniform float _OutlineWidth; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; 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 vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; 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; in highp vec2 in_TEXCOORD1; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; out highp vec4 vs_TEXCOORD2; highp vec3 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD5; vec3 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; bvec3 u_xlatb2; vec4 u_xlat3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; vec3 u_xlat6; vec3 u_xlat9; vec2 u_xlat14; float u_xlat16; float u_xlat22; bool u_xlatb22; 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_4.xyz = in_COLOR0.xyz * vec3(0.265884995, 0.265884995, 0.265884995) + vec3(0.736584008, 0.736584008, 0.736584008); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(-0.00980184041, -0.00980184041, -0.00980184041); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(0.00319697009, 0.00319697009, 0.00319697009); u_xlat16_5.xyz = in_COLOR0.xyz * vec3(0.0849710032, 0.0849710032, 0.0849710032) + vec3(-0.000163029006, -0.000163029006, -0.000163029006); u_xlatb2.xyz = lessThan(in_COLOR0.xyzx, vec4(0.0725490004, 0.0725490004, 0.0725490004, 0.0)).xyz; { vec3 hlslcc_movcTemp = u_xlat16_4; hlslcc_movcTemp.x = (u_xlatb2.x) ? u_xlat16_5.x : u_xlat16_4.x; hlslcc_movcTemp.y = (u_xlatb2.y) ? u_xlat16_5.y : u_xlat16_4.y; hlslcc_movcTemp.z = (u_xlatb2.z) ? u_xlat16_5.z : u_xlat16_4.z; u_xlat16_4 = hlslcc_movcTemp; } vs_COLOR0.xyz = (int(_UIVertexColorAlwaysGammaSpace) != 0) ? u_xlat16_4.xyz : in_COLOR0.xyz; vs_COLOR0.w = in_COLOR0.w; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlat14.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat14.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat14.xy; u_xlat14.xy = abs(u_xlat14.xy) * vec2(_ScaleX, _ScaleY); u_xlat14.xy = u_xlat2.ww / u_xlat14.xy; u_xlat22 = dot(u_xlat14.xy, u_xlat14.xy); u_xlat22 = inversesqrt(u_xlat22); u_xlat2.x = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat9.x = _Sharpness + 1.0; u_xlat2.x = u_xlat9.x * u_xlat2.x; u_xlat9.x = u_xlat22 * u_xlat2.x; u_xlat16 = (-_PerspectiveFilter) + 1.0; u_xlat16 = u_xlat16 * abs(u_xlat9.x); u_xlat22 = u_xlat22 * u_xlat2.x + (-u_xlat16); u_xlat3.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat3.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat3.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlat2.x = inversesqrt(u_xlat2.x); u_xlat3.xyz = u_xlat2.xxx * u_xlat3.xyz; u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat2.x = inversesqrt(u_xlat2.x); u_xlat6.xyz = u_xlat1.xyz * u_xlat2.xxx; u_xlat2.x = dot(u_xlat3.xyz, u_xlat6.xyz); u_xlat22 = abs(u_xlat2.x) * u_xlat22 + u_xlat16; u_xlatb2.x = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat9.x = (u_xlatb2.x) ? u_xlat22 : u_xlat9.x; u_xlatb22 = 0.0>=in_TEXCOORD0.w; u_xlat22 = u_xlatb22 ? 1.0 : float(0.0); u_xlat2.x = (-_WeightNormal) + _WeightBold; u_xlat22 = u_xlat22 * u_xlat2.x + _WeightNormal; u_xlat22 = u_xlat22 * 0.25 + _FaceDilate; u_xlat22 = u_xlat22 * _ScaleRatioA; u_xlat9.z = u_xlat22 * 0.5; vs_TEXCOORD1.yw = u_xlat9.xz; u_xlat2.x = 0.5 / u_xlat9.x; u_xlat9.x = (-_OutlineWidth) * _ScaleRatioA + 1.0; u_xlat9.x = (-_OutlineSoftness) * _ScaleRatioA + u_xlat9.x; u_xlat9.x = u_xlat9.x * 0.5 + (-u_xlat2.x); vs_TEXCOORD1.x = (-u_xlat22) * 0.5 + u_xlat9.x; u_xlat22 = (-u_xlat22) * 0.5 + 0.5; vs_TEXCOORD1.z = u_xlat2.x + u_xlat22; u_xlat2 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat2 = min(u_xlat2, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat2.xy); vs_TEXCOORD2.xy = (-u_xlat2.zw) + u_xlat0.xy; u_xlat0.xy = max(vec2(_MaskSoftnessX, _MaskSoftnessY), vec2(_UIMaskSoftnessX, _UIMaskSoftnessY)); u_xlat0.xy = u_xlat0.xy * vec2(0.25, 0.25) + u_xlat14.xy; vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy; u_xlat0.xyz = u_xlat1.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat1.xxx + u_xlat0.xyz; vs_TEXCOORD3.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat1.zzz + u_xlat0.xyz; vs_TEXCOORD5.xy = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; vs_TEXCOORD5.zw = in_TEXCOORD1.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; 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 vec4 _Time; uniform float _FaceUVSpeedX; uniform float _FaceUVSpeedY; uniform mediump vec4 _FaceColor; uniform float _OutlineSoftness; uniform float _OutlineUVSpeedX; uniform float _OutlineUVSpeedY; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _ScaleRatioA; uniform vec4 _ClipRect; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _FaceTex; UNITY_LOCATION(2) uniform mediump sampler2D _OutlineTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD2; in highp vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump vec4 u_xlat16_0; mediump float u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; mediump vec3 u_xlat16_3; vec2 u_xlat4; mediump vec4 u_xlat16_4; bool u_xlatb4; float u_xlat5; bool u_xlatb5; mediump float u_xlat16_6; float u_xlat9; mediump float u_xlat16_11; void main() { u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat5 = u_xlat16_0.x + (-vs_TEXCOORD1.x); u_xlat0.x = (-u_xlat16_0.x) + vs_TEXCOORD1.z; u_xlatb5 = u_xlat5<0.0; if(u_xlatb5){discard;} u_xlat5 = _OutlineWidth * _ScaleRatioA; u_xlat5 = u_xlat5 * vs_TEXCOORD1.y; u_xlat16_1 = min(u_xlat5, 1.0); u_xlat16_6 = u_xlat5 * 0.5; u_xlat16_1 = sqrt(u_xlat16_1); u_xlat16_11 = u_xlat0.x * vs_TEXCOORD1.y + u_xlat16_6; u_xlat16_11 = clamp(u_xlat16_11, 0.0, 1.0); u_xlat16_6 = u_xlat0.x * vs_TEXCOORD1.y + (-u_xlat16_6); u_xlat16_1 = u_xlat16_1 * u_xlat16_11; u_xlat0.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD5.zw; u_xlat16_0 = texture(_OutlineTex, u_xlat0.xy); u_xlat2 = u_xlat16_0 * _OutlineColor; u_xlat16_3.xyz = vs_COLOR0.xyz * _FaceColor.xyz; u_xlat0.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD5.xy; u_xlat16_4 = texture(_FaceTex, u_xlat0.xy); u_xlat0.xyz = u_xlat16_3.xyz * u_xlat16_4.xyz; u_xlat4.x = u_xlat16_4.w * _FaceColor.w; u_xlat16_3.xyz = u_xlat0.xyz * u_xlat4.xxx; u_xlat16_2.xyz = u_xlat2.xyz * u_xlat2.www + (-u_xlat16_3.xyz); u_xlat16_2.w = _OutlineColor.w * u_xlat16_0.w + (-u_xlat4.x); u_xlat16_2 = vec4(u_xlat16_1) * u_xlat16_2; u_xlat16_0.xyz = u_xlat0.xyz * u_xlat4.xxx + u_xlat16_2.xyz; u_xlat16_0.w = _FaceColor.w * u_xlat16_4.w + u_xlat16_2.w; u_xlat4.x = _OutlineSoftness * _ScaleRatioA; u_xlat9 = u_xlat4.x * vs_TEXCOORD1.y; u_xlat16_1 = u_xlat4.x * vs_TEXCOORD1.y + 1.0; u_xlat16_6 = u_xlat9 * 0.5 + u_xlat16_6; u_xlat16_1 = u_xlat16_6 / u_xlat16_1; u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); u_xlat16_1 = (-u_xlat16_1) + 1.0; u_xlat16_0 = u_xlat16_0 * vec4(u_xlat16_1); u_xlat4.xy = (-_ClipRect.xy) + _ClipRect.zw; u_xlat4.xy = u_xlat4.xy + -abs(vs_TEXCOORD2.xy); u_xlat4.xy = u_xlat4.xy * vs_TEXCOORD2.zw; u_xlat4.xy = clamp(u_xlat4.xy, 0.0, 1.0); u_xlat16_1 = u_xlat4.y * u_xlat4.x; u_xlat16_6 = u_xlat16_0.w * u_xlat16_1 + -0.00100000005; u_xlat16_0 = u_xlat16_0 * vec4(u_xlat16_1); SV_Target0 = u_xlat16_0 * vs_COLOR0.wwww; u_xlatb4 = u_xlat16_6<0.0; if(u_xlatb4){discard;} return; } #endif ;$Globalsp#_Time _FaceUVSpeedX _FaceUVSpeedY _FaceColor _OutlineSoftness0_OutlineUVSpeedX4_OutlineUVSpeedY8 _OutlineColor@ _OutlineWidthP _ScaleRatioAT _ClipRect` _FaceDilate _OutlineSoftness$ _OutlineWidth( _WeightNormalp _WeightBoldt _ScaleRatioAx_VertexOffsetX|_VertexOffsetY€ _ClipRect�_MaskSoftnessX _MaskSoftnessY¤_GradientScale¨_ScaleX¬_ScaleY°_PerspectiveFilter´ _Sharpness¸ _FaceTex_STÀ_OutlineTex_STÐ_UIMaskSoftnessXà_UIMaskSoftnessYä_UIVertexColorAlwaysGammaSpaceèglstate_matrix_projection unity_MatrixVPà _EnvMatrix0_MainTex_FaceTex _OutlineTex$Globals