Ô ºu UNITY_UI_ALPHACLIPUNITY_UI_CLIP_RECTG #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 vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _Color; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; void main() { u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; u_xlat0 = in_COLOR0 * _Color; vs_COLOR0 = u_xlat0; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD1 = in_POSITION0; 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 _TextureSampleAdd; uniform vec4 _ClipRect; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; bvec4 u_xlatb0; vec4 u_xlat1; mediump vec4 u_xlat16_1; mediump float u_xlat16_2; void main() { u_xlatb0.xy = greaterThanEqual(vs_TEXCOORD1.xyxx, _ClipRect.xyxx).xy; u_xlatb0.zw = greaterThanEqual(_ClipRect.zzzw, vs_TEXCOORD1.xxxy).zw; u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0; u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0; u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0; u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0; ; u_xlat0.xy = u_xlat0.zw * u_xlat0.xy; u_xlat0.x = u_xlat0.y * u_xlat0.x; u_xlat16_1 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat1 = u_xlat16_1 + _TextureSampleAdd; u_xlat1 = u_xlat1 * vs_COLOR0; u_xlat16_2 = u_xlat1.w * u_xlat0.x + -0.00100000005; u_xlat1.w = u_xlat0.x * u_xlat1.w; SV_Target0 = u_xlat1; u_xlatb0.x = u_xlat16_2<0.0; if(u_xlatb0.x){discard;} return; } #endif $Globals _TextureSampleAdd _ClipRect_Color€ _MainTex_STunity_MatrixVP@_MainTex$Globals