This commit is contained in:
xingweizhu 2021-05-17 15:16:07 +08:00
Родитель be0ea682b7
Коммит b591d93099
81 изменённых файлов: 12 добавлений и 2436 удалений

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@ -9,6 +9,7 @@ cd com.unity.uiwidgets
mkdir Samples
cd Samples
cp -r ../../Samples/UIWidgetsSamples_2019_4/Assets UIWidgetsSamples
# skip copying samples
# cp -r ../../Samples/UIWidgetsSamples_2019_4/Assets UIWidgetsSamples
echo "Finished the sample preparation."

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@ -1,12 +0,0 @@
{
"name": "Unity.InternalAPIEngineBridge.024",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

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@ -1,35 +0,0 @@
using System.Collections.Generic;
namespace Unity.UIWidgets.InternalBridge {
public static class NoAllocHelpersBridge<T> {
public static T[] ExtractArrayFromListT(List<T> list) {
return UnityEngine.NoAllocHelpers.ExtractArrayFromListT(list);
}
public static void ResizeList(List<T> list, int size) {
if (size < list.Count) {
list.RemoveRange(size, list.Count - size);
return;
}
if (size == list.Count) {
return;
}
if (list.Capacity < size) {
list.Capacity = size;
}
UnityEngine.NoAllocHelpers.ResizeList(list, size);
}
public static void EnsureListElemCount(List<T> list, int size) {
list.Clear();
if (list.Capacity < size) {
list.Capacity = size;
}
ResizeList(list, size);
}
}
}

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@ -1,80 +0,0 @@
Shader "UIWidgets/GUITexture"
{
Properties { _MainTex ("Texture", any) = "" {} }
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
uniform float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return 2.0f * tex2D(_MainTex, i.texcoord) * i.color;
}
ENDCG
SubShader {
Tags { "RenderType"="Overlay" }
Lighting Off
Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
SubShader {
Tags { "RenderType"="Overlay" }
Lighting Off
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
Fallback off
}

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@ -1,114 +0,0 @@
Shader "UIWidgets/UIDefault"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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@ -1,201 +0,0 @@
float4 _viewport;
float _mat[9];
half4 _color;
fixed _alpha;
fixed _strokeMult;
half4x4 _shaderMat;
sampler2D _shaderTex;
half4 _leftColor;
half4 _rightColor;
half _bias;
half _scale;
int _tileMode; // 0 = clamp, 1 = mirror, 2 = repeated
sampler2D _tex;
int _texMode; // 0 = post alpha, 1 = pre alpha, 2 = alpha only
half2 _mf_imgInc; // _mf stands for mask filter
int _mf_radius;
half _mf_kernel[25];
struct appdata_t {
float4 vertex : POSITION;
float2 tcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 ftcoord : TEXCOORD0;
float2 fpos : TEXCOORD1;
};
inline half3 gamma_to_linear_space(half3 sRGB) {
return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);
}
inline half4 adjust_color(half4 color) {
#ifdef UNITY_COLORSPACE_GAMMA
return color;
#else
color.rgb = gamma_to_linear_space(color.rgb);
return color;
#endif
}
half shader_gradient_layout(half2 pos) {
half4 p4 = half4(pos, 0.0, 1.0);
#if defined(UIWIDGETS_LINEAR)
return mul(_shaderMat, p4).x;
#elif defined(UIWIDGETS_RADIAL)
return length(mul(_shaderMat, p4).xy);
#elif defined(UIWIDGETS_SWEEP)
half2 p2 = mul(_shaderMat, p4).xy;
half angle = atan2(-p2.y, -p2.x);
// 0.1591549430918 is 1/(2*pi), used since atan returns values [-pi, pi]
return (angle * 0.1591549430918 + 0.5 + _bias) * _scale;
#else
return 0;
#endif
}
half4 shader_gradient_colorize(half pt) {
if (_tileMode == 0) { // clamp
if (pt <= 0.0) {
return adjust_color(_leftColor);
} else if (pt >= 1.0) {
return adjust_color(_rightColor);
}
half2 coord = half2(pt, 0.5);
return tex2D(_shaderTex, coord);
} else if (_tileMode == 1) { // mirror
pt = pt - 1;
pt = pt - 2 * floor(pt * 0.5) - 1;
pt = abs(pt);
half2 coord = half2(pt, 0.5);
return tex2D(_shaderTex, coord);
} else if (_tileMode == 2) { // repeated
pt = frac(pt);
half2 coord = half2(pt, 0.5);
return tex2D(_shaderTex, coord);
}
return half4(0, 0, 0, 0);
}
half2 shader_image_layout(half2 pos) {
half4 p4 = half4(pos, 0.0, 1.0);
return mul(_shaderMat, p4).xy;
}
half4 shader_image_colorize(half2 pt) {
if (_tileMode == 0) { // clamp
pt.x = clamp(pt.x, 0.0, 1.0);
pt.y = clamp(pt.y, 0.0, 1.0);
} else if (_tileMode == 1) { // mirror
pt.x = pt.x - 1;
pt.x = pt.x - 2 * floor(pt.x * 0.5) - 1;
pt.x = abs(pt.x);
pt.y = pt.y - 1;
pt.y = pt.y - 2 * floor(pt.y * 0.5) - 1;
pt.y = abs(pt.y);
} else if (_tileMode == 2) { // repeated
pt.x = frac(pt.x);
pt.y = frac(pt.y);
}
return tex2D(_shaderTex, pt);
}
half4 prealpha(half4 color) {
return half4(color.x * color.w, color.y * color.w, color.z * color.w, color.w);
}
half4 shader_color (v2f i) {
half4 c;
#if defined(UIWIDGETS_COLOR)
c = adjust_color(_color);
#elif defined(UIWIDGETS_IMAGE)
half2 pt = shader_image_layout(i.fpos);
c = shader_image_colorize(pt);
#else
half pt = shader_gradient_layout(i.fpos);
c = shader_gradient_colorize(pt);
#endif
c.w *= _alpha;
return c;
}
v2f vert (appdata_t v) {
v2f o;
o.ftcoord = v.tcoord;
o.fpos = v.vertex;
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(v.vertex.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target {
return prealpha(shader_color(i));
}
fixed4 frag_stencil (v2f i) : SV_Target {
return half4(0, 0, 0, 0);
}
fixed4 frag_tex (v2f i) : SV_Target {
half4 tintColor = shader_color(i);
half4 color = tex2D(_tex, i.ftcoord);
if (_texMode == 0) { // post alpha
color = color * tintColor;
color = prealpha(color);
} else if (_texMode == 1) { // pre alpha
color = color * tintColor;
color = half4(color.x * tintColor.w, color.y * tintColor.w, color.z * tintColor.w, color.w);
} else if (_texMode == 2) { // alpha only
color = half4(1, 1, 1, color.w) * tintColor;
color = prealpha(color);
}
return color;
}
fixed4 frag_mf (v2f i) : SV_Target {
half4 color = half4(0, 0, 0, 0);
float2 coord = i.ftcoord - _mf_radius * _mf_imgInc;
int width = _mf_radius * 2.0 + 1; // use 2.0 to avoid "bitfieldInsert"
[unroll(25)]
for (int i = 0; i < width; i++) {
color += tex2D(_tex, coord) * _mf_kernel[i];
coord += _mf_imgInc;
}
return color;
}
float strokeMask(float u, float v) {
return min(1.0, (1.0 - abs(u * 2.0 - 1.0)) * 1.0) * min(1.0, v);
}
fixed4 frag_stroke_alpha(v2f i) : SV_Target {
return prealpha(shader_color(i)) * strokeMask(i.ftcoord.x, i.ftcoord.y);
}

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@ -1,64 +0,0 @@
Shader "UIWidgets/canvas_convexFill"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#define UIWIDGETS_COLOR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#define UIWIDGETS_LINEAR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#define UIWIDGETS_RADIAL
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#define UIWIDGETS_SWEEP
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#define UIWIDGETS_IMAGE
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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@ -1,31 +0,0 @@
Shader "UIWidgets/canvas_fill0"
{
Properties {
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Cull Off
ColorMask 0
Stencil {
Ref 128
CompFront [_StencilComp]
CompBack [_StencilComp]
ReadMask 128
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
Pass {
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,66 +0,0 @@
Shader "UIWidgets/canvas_fill1"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass { // 0, color
CGPROGRAM
#define UIWIDGETS_COLOR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#define UIWIDGETS_LINEAR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#define UIWIDGETS_RADIAL
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#define UIWIDGETS_SWEEP
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#define UIWIDGETS_IMAGE
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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Shader "UIWidgets/canvas_filter"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, mask filter
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_mf
ENDCG
}
}
}

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Shader "UIWidgets/ShadowBox"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _mat[9];
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float4 erf(float4 x)
{
float4 s = sign(x);
float4 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float boxShadow(float2 lower, float2 upper, float2 pnt, float sigma)
{
float4 query = float4(pnt - lower, pnt - upper);
float4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma));
return (integral.z - integral.x) * (integral.w - integral.y);
}
v2f vert(appdata v){
v2f o;
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * boxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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@ -1,115 +0,0 @@
Shader "UIWidgets/ShadowRBox"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _sb_corner;
float _mat[9];
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float gaussian(float x, float sigma)
{
float pi = 3.141592653589793;
return exp(-(x*x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}
float2 erf(float2 x)
{
float2 s = sign(x);
float2 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float roundedBoxShadowX(float x, float y, float sigma, float corner, float2 halfSize)
{
float delta = min(halfSize.y - corner - abs(y), 0.0);
float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5)/sigma));
return integral.y - integral.x;
}
float roundedBoxShadow(float2 lower, float2 upper, float2 pnt, float sigma, float corner)
{
float2 center = (lower + upper) * 0.5;
float2 halfSize = (upper - lower) * 0.5;
pnt -= center;
float low = pnt.y - halfSize.y;
float high = pnt.y + halfSize.y;
float start = clamp(-3.0 * sigma, low, high);
float end = clamp(3.0 * sigma, low, high);
float step = (end - start) / 4.0;
float y = start + step * 0.5;
float value = 0.0;
for(int i=0; i<4;i++)
{
value += roundedBoxShadowX(pnt.x, pnt.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step;
y += step;
}
return value;
}
v2f vert(appdata v){
v2f o;
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * roundedBoxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma, _sb_corner);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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Shader "UIWidgets/canvas_stencil"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, stencil clear
ColorMask 0
Stencil {
Ref 128
Pass Replace
}
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stencil
ENDCG
}
Pass { // 1, stencil intersect 0
Cull Off
ColorMask 0
Stencil {
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stencil
ENDCG
}
Pass { // 2, stencil intersect 1
ColorMask 0
Stencil {
Ref 128
Comp Less
Pass Replace
Fail Zero
}
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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@ -1,65 +0,0 @@
Shader "UIWidgets/canvas_stroke0"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#define UIWIDGETS_COLOR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#define UIWIDGETS_LINEAR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#define UIWIDGETS_RADIAL
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#define UIWIDGETS_SWEEP
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#define UIWIDGETS_IMAGE
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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@ -1,27 +0,0 @@
Shader "UIWidgets/canvas_stroke1"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
ColorMask 0
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass {
CGPROGRAM
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,65 +0,0 @@
Shader "UIWidgets/canvas_strokeAlpha"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#define UIWIDGETS_COLOR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#define UIWIDGETS_LINEAR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#define UIWIDGETS_RADIAL
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#define UIWIDGETS_SWEEP
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 4, image
CGPROGRAM
#define UIWIDGETS_IMAGE
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_stroke_alpha
ENDCG
}
}
}

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Shader "UIWidgets/canvas_tex"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#define UIWIDGETS_COLOR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_tex
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#define UIWIDGETS_LINEAR
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_tex
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#define UIWIDGETS_RADIAL
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_tex
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#define UIWIDGETS_SWEEP
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_tex
ENDCG
}
Pass { // 4, image
CGPROGRAM
#define UIWIDGETS_IMAGE
#include "UIWidgets_canvas.cginc"
#pragma vertex vert
#pragma fragment frag_tex
ENDCG
}
}
}

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folderAsset: yes
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struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
v2f vert_compute (uint vertex_id: SV_VertexID)
{
v2f o = (v2f)0;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
o.ftcoord = v.uv;
o.fpos = v.vertex;
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(v.vertex.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}

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Shader "UIWidgets/canvas_convexFill_cb"
{
Properties
{
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

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Shader "UIWidgets/canvas_fill0_cb"
{
Properties {
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Cull Off
ColorMask 0
Stencil {
Ref 128
CompFront [_StencilComp]
CompBack [_StencilComp]
ReadMask 128
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
Pass {
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 8d1dce436d5e143c0a2f90e25210070a
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@ -1,76 +0,0 @@
Shader "UIWidgets/canvas_fill1_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

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Shader "UIWidgets/canvas_filter_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, mask filter
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_mf
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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Shader "UIWidgets/ShadowBox_cb"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
#pragma require compute
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _mat[9];
struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float4 erf(float4 x)
{
float4 s = sign(x);
float4 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float boxShadow(float2 lower, float2 upper, float2 pnt, float sigma)
{
float4 query = float4(pnt - lower, pnt - upper);
float4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma));
return (integral.z - integral.x) * (integral.w - integral.y);
}
v2f vert(uint vertex_id: SV_VertexID){
v2f o;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * boxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 444296b3078c944388a1f81cf1821808
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,123 +0,0 @@
Shader "UIWidgets/ShadowRBox_cb"
{
//originally from http://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
Properties
{
_StencilComp("_StencilComp", Float) = 8 // - Equal, 8 - Always
}
SubShader
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass {
CGPROGRAM
#pragma require compute
float4 _sb_box;
float4 _viewport;
float _sb_sigma;
float4 _sb_color;
float _sb_corner;
float _mat[9];
struct vdata
{
float2 vertex;
float2 uv;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
int _startVertex;
struct v2f
{
float4 vertex : SV_POSITION;
float2 coord : TEXCOORD0;
};
float gaussian(float x, float sigma)
{
float pi = 3.141592653589793;
return exp(-(x*x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}
float2 erf(float2 x)
{
float2 s = sign(x);
float2 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = x * x;
return s - s / (x * x);
return s;
}
float roundedBoxShadowX(float x, float y, float sigma, float corner, float2 halfSize)
{
float delta = min(halfSize.y - corner - abs(y), 0.0);
float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5)/sigma));
return integral.y - integral.x;
}
float roundedBoxShadow(float2 lower, float2 upper, float2 pnt, float sigma, float corner)
{
float2 center = (lower + upper) * 0.5;
float2 halfSize = (upper - lower) * 0.5;
pnt -= center;
float low = pnt.y - halfSize.y;
float high = pnt.y + halfSize.y;
float start = clamp(-3.0 * sigma, low, high);
float end = clamp(3.0 * sigma, low, high);
float step = (end - start) / 4.0;
float y = start + step * 0.5;
float value = 0.0;
for(int i=0; i<4;i++)
{
value += roundedBoxShadowX(pnt.x, pnt.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step;
y += step;
}
return value;
}
v2f vert(uint vertex_id: SV_VertexID){
v2f o;
vdata v = databuffer[indexbuffer[_startVertex + vertex_id]];
float padding = 3.0 * _sb_sigma;
o.coord = lerp(_sb_box.xy - padding, _sb_box.zw + padding, v.vertex.xy);
float3x3 mat = float3x3(_mat[0], _mat[1], _mat[2], _mat[3], _mat[4], _mat[5], 0, 0, 1);
float2 p = mul(mat, float3(o.coord.xy, 1.0)).xy - _viewport.xy;
#if UNITY_UV_STARTS_AT_TOP
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 2.0 * p.y / _viewport.w - 1.0, 0, 1);
#else
o.vertex = float4(2.0 * p.x / _viewport.z - 1.0, 1.0 - 2.0 * p.y / _viewport.w, 0, 1);
#endif
return o;
}
float4 frag(v2f i) : SV_TARGET {
float4 fragColor = _sb_color;
fragColor.a = fragColor.a * roundedBoxShadow(_sb_box.xy, _sb_box.zw, i.coord, _sb_sigma, _sb_corner);
return fragColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 4037f8954a4124abf93d3ff663baa78d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,62 +0,0 @@
Shader "UIWidgets/canvas_stencil_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
Pass { // 0, stencil clear
ColorMask 0
Stencil {
Ref 128
Pass Replace
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
Pass { // 1, stencil intersect 0
Cull Off
ColorMask 0
Stencil {
WriteMask 127
PassFront IncrWrap
PassBack DecrWrap
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
Pass { // 2, stencil intersect 1
ColorMask 0
Stencil {
Ref 128
Comp Less
Pass Replace
Fail Zero
}
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 6c8a50e3adb8349e0a98bd0de080c7e5
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,75 +0,0 @@
Shader "UIWidgets/canvas_stroke0_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 813531ada8c4e40c597b19027ac7fc87
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,29 +0,0 @@
Shader "UIWidgets/canvas_stroke1_cb"
{
Properties {
}
SubShader {
ZTest Always
ZWrite Off
ColorMask 0
Stencil {
Ref 0
Comp NotEqual
ReadMask 127
WriteMask 127
Pass Zero
}
Pass {
CGPROGRAM
#pragma require compute
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stencil
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 5bde36357cad4438faa8e580cd85f2cd
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,75 +0,0 @@
Shader "UIWidgets/canvas_strokeAlpha_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
Pass IncrSat
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_stroke_alpha
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: b6b3fce2866044f15aa7571d9d983a93
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,74 +0,0 @@
Shader "UIWidgets/canvas_tex_cb"
{
Properties {
_SrcBlend("_SrcBlend", Int) = 1 // One
_DstBlend("_DstBlend", Int) = 10 // OneMinusSrcAlpha
_StencilComp("_StencilComp", Float) = 3 // - Equal, 8 - Always
}
SubShader {
ZTest Always
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
Stencil {
Ref 128
Comp [_StencilComp]
}
Pass { // 0, color
CGPROGRAM
#pragma require compute
#define UIWIDGETS_COLOR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 1, linear
CGPROGRAM
#pragma require compute
#define UIWIDGETS_LINEAR
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 2, radial
CGPROGRAM
#pragma require compute
#define UIWIDGETS_RADIAL
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 3, sweep
CGPROGRAM
#pragma require compute
#define UIWIDGETS_SWEEP
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
Pass { // 4, image
CGPROGRAM
#pragma require compute
#define UIWIDGETS_IMAGE
#include "../UIWidgets_canvas.cginc"
#include "UIWidgets_canvas_cb.cginc"
#pragma vertex vert_compute
#pragma fragment frag_tex
ENDCG
}
}
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: e87b6538afcca45d5af06b744d26e3bb
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.UIWidgets.async;
using Unity.UIWidgets.InternalBridge;
using UnityEngine;
using Object = UnityEngine.Object;

Просмотреть файл

@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.UIWidgets.external;
using Unity.UIWidgets.InternalBridge;
namespace Unity.UIWidgets.foundation {
public static class CollectionUtils {
@ -126,20 +124,7 @@ namespace Unity.UIWidgets.foundation {
}
return "{ " + string.Join(", ", LinqUtils<string,T>.SelectList(it,(item => item.ToString()))) + " }";
}
public static void reset<T>(this List<T> list, int size) {
NoAllocHelpersBridge<T>.EnsureListElemCount(list, size);
}
public static ref T refAt<T>(this List<T> list, int index) {
var array = NoAllocHelpersBridge<T>.ExtractArrayFromListT(list);
return ref array[index];
}
public static T[] array<T>(this List<T> list) {
return NoAllocHelpersBridge<T>.ExtractArrayFromListT(list);
}
public static List<T> CreateRepeatedList<T>(T value, int length) {
List<T> newList = new List<T>(length);
for (int i = 0; i < length; i++) {

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@ -4,15 +4,16 @@
printf "Preparing package:\n"
cd com.unity.uiwidgets
#skip remove stuffs
#cd com.unity.uiwidgets
rm -rf Runtime/Plugins
rm -f Runtime/Plugins.meta
rm -rf Runtime/Resources/images
rm -f Runtime/Resources/images.meta
rm -rf Runtime/Resources/fonts
rm -f Runtime/Resources/fonts.meta
#rm -rf Runtime/Plugins
#rm -f Runtime/Plugins.meta
#rm -rf Runtime/Resources/images
#rm -f Runtime/Resources/images.meta
#rm -rf Runtime/Resources/fonts
#rm -f Runtime/Resources/fonts.meta
echo "Removed Resources and Plugins。"
#echo "Removed Resources and Plugins。"