ø)ºu  OUTLINE_ON UNDERLAY_ONUNITY_UI_ALPHACLIPUNITY_UI_CLIP_RECTÚ##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; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out 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; vec2 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; mediump vec4 u_xlat16_3; vec4 u_xlat4; mediump vec4 u_xlat16_4; vec4 u_xlat5; mediump vec3 u_xlat16_5; mediump vec4 u_xlat16_6; vec2 u_xlat7; vec3 u_xlat8; float u_xlat10; float u_xlat16; float u_xlat18; float u_xlat24; bool u_xlatb24; 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; vs_COLOR0.w = _FaceColor.w; u_xlat16_3.xyz = in_COLOR0.xyz; u_xlat16_3.w = 1.0; u_xlat16_4 = u_xlat16_3 * _FaceColor; u_xlat16_5.xyz = u_xlat16_4.www * u_xlat16_4.xyz; vs_COLOR0.xyz = u_xlat16_5.xyz; u_xlat5.xyz = (-u_xlat16_5.xyz); u_xlat5.w = (-u_xlat16_4.w); u_xlat16_6.xyz = _OutlineColor.www * _OutlineColor.xyz; u_xlat16_6.w = _OutlineColor.w; u_xlat5 = u_xlat5 + u_xlat16_6; u_xlat16 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat16 = inversesqrt(u_xlat16); u_xlat1.xyz = vec3(u_xlat16) * u_xlat1.xyz; u_xlat2.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat2.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat2.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat16 = inversesqrt(u_xlat16); u_xlat2.xyz = vec3(u_xlat16) * u_xlat2.xyz; u_xlat16 = dot(u_xlat2.xyz, u_xlat1.xyz); u_xlat1.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat1.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat1.xy; u_xlat1.xy = abs(u_xlat1.xy) * vec2(_ScaleX, _ScaleY); u_xlat1.xy = u_xlat2.ww / u_xlat1.xy; u_xlat24 = dot(u_xlat1.xy, u_xlat1.xy); u_xlat1.xy = vec2(_MaskSoftnessX, _MaskSoftnessY) * vec2(0.25, 0.25) + u_xlat1.xy; u_xlat1.zw = vec2(0.25, 0.25) / u_xlat1.xy; u_xlat24 = inversesqrt(u_xlat24); u_xlat2.x = abs(in_TEXCOORD1.y) * _GradientScale; u_xlat10 = _Sharpness + 1.0; u_xlat2.x = u_xlat10 * u_xlat2.x; u_xlat10 = u_xlat24 * u_xlat2.x; u_xlat18 = (-_PerspectiveFilter) + 1.0; u_xlat18 = u_xlat18 * abs(u_xlat10); u_xlat24 = u_xlat24 * u_xlat2.x + (-u_xlat18); u_xlat16 = abs(u_xlat16) * u_xlat24 + u_xlat18; u_xlatb24 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat16 = (u_xlatb24) ? u_xlat16 : u_xlat10; u_xlat24 = _OutlineSoftness * _ScaleRatioA; u_xlat24 = u_xlat24 * u_xlat16 + 1.0; u_xlat2.x = u_xlat16 / u_xlat24; u_xlat24 = _OutlineWidth * _ScaleRatioA; u_xlat24 = u_xlat2.x * u_xlat24; u_xlat7.x = min(u_xlat24, 1.0); u_xlat7.x = sqrt(u_xlat7.x); u_xlat5 = u_xlat5 * u_xlat7.xxxx; u_xlat4.xyz = u_xlat16_4.xyz * u_xlat16_4.www + u_xlat5.xyz; u_xlat4.w = u_xlat16_3.w * _FaceColor.w + u_xlat5.w; vs_COLOR1 = u_xlat4; 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_xlat7.xy = u_xlat0.xy + (-u_xlat3.xy); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat3.xy); u_xlat1.xy = (-u_xlat3.zw) + u_xlat0.xy; u_xlat0.xy = (-u_xlat3.xy) + u_xlat3.zw; vs_TEXCOORD0.zw = u_xlat7.xy / u_xlat0.xy; vs_TEXCOORD2 = u_xlat1; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlatb0 = 0.0>=in_TEXCOORD1.y; u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0); u_xlat8.x = (-_WeightNormal) + _WeightBold; u_xlat0.x = u_xlat0.x * u_xlat8.x + _WeightNormal; u_xlat0.x = u_xlat0.x * 0.25 + _FaceDilate; u_xlat0.x = u_xlat0.x * _ScaleRatioA; u_xlat0.x = (-u_xlat0.x) * 0.5 + 0.5; u_xlat2.w = u_xlat0.x * u_xlat2.x + -0.5; u_xlat2.y = (-u_xlat24) * 0.5 + u_xlat2.w; u_xlat2.z = u_xlat24 * 0.5 + u_xlat2.w; vs_TEXCOORD1 = u_xlat2; 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_xlat8.xz = (-u_xlat1.zw) * vec2(_GradientScale); u_xlat8.xz = u_xlat8.xz / vec2(_TextureWidth, _TextureHeight); vs_TEXCOORD3.xy = u_xlat8.xz + in_TEXCOORD0.xy; u_xlat8.x = u_xlat1.x * u_xlat16 + 1.0; u_xlat2.x = u_xlat16 / u_xlat8.x; u_xlat8.x = u_xlat1.y * u_xlat2.x; u_xlat0.x = u_xlat0.x * u_xlat2.x + -0.5; u_xlat2.y = (-u_xlat8.x) * 0.5 + u_xlat0.x; vs_TEXCOORD4.xy = u_xlat2.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_COLOR0; 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 vec4 u_xlat16_1; mediump vec4 u_xlat16_2; mediump vec2 u_xlat16_3; vec2 u_xlat4; bool u_xlatb4; void main() { u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD3.xy).w; u_xlat16_1.x = u_xlat16_0.x * vs_TEXCOORD4.x + (-vs_TEXCOORD4.y); u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0); u_xlat16_0.xyz = _UnderlayColor.www * _UnderlayColor.xyz; u_xlat16_0.w = _UnderlayColor.w; u_xlat0 = u_xlat16_1.xxxx * u_xlat16_0; u_xlat16_1 = vs_COLOR0 + (-vs_COLOR1); u_xlat16_2.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat16_3.xy = u_xlat16_2.xx * vs_TEXCOORD1.xx + (-vs_TEXCOORD1.zy); u_xlat16_3.xy = clamp(u_xlat16_3.xy, 0.0, 1.0); u_xlat16_1 = u_xlat16_3.xxxx * u_xlat16_1 + vs_COLOR1; u_xlat16_2 = u_xlat16_3.yyyy * u_xlat16_1; u_xlat16_1.x = (-u_xlat16_1.w) * u_xlat16_3.y + 1.0; u_xlat0 = u_xlat0 * u_xlat16_1.xxxx + u_xlat16_2; 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.x = u_xlat4.y * u_xlat4.x; u_xlat16_0 = u_xlat0 * u_xlat16_1.xxxx; u_xlat16_1.x = u_xlat16_0.w * vs_TEXCOORD3.z + -0.00100000005; u_xlat0 = u_xlat16_0 * vs_TEXCOORD3.zzzz; SV_Target0 = u_xlat0; u_xlatb4 = u_xlat16_1.x<0.0; if(u_xlatb4){discard;} return; } #endif ;$Globals _UnderlayColor _ClipRect _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP_UnderlayOffsetXT_UnderlayOffsetYX_UnderlayDilate\_UnderlaySoftness` _WeightNormald _WeightBoldh _ScaleRatioAl _ScaleRatioCp_VertexOffsetXt_VertexOffsetYx _ClipRect€_MaskSoftnessX_MaskSoftnessY” _TextureWidth˜_TextureHeightœ_GradientScale _ScaleX¤_ScaleY¨_PerspectiveFilter¬ _Sharpness°unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection unity_MatrixVPà_MainTex$Globals