dºu Í#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_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _FaceColor; uniform float _FaceDilate; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float _GradientScale; uniform float _Sharpness; uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; uniform vec4 _MainTex_TexelSize; in highp vec4 in_POSITION0; in highp vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; out highp vec4 vs_COLOR0; out highp vec4 vs_COLOR1; out highp vec2 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec2 u_xlat2; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; 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 * _FaceColor; vs_COLOR0.xyz = u_xlat0.www * u_xlat0.xyz; vs_COLOR0.w = u_xlat0.w; u_xlat0.x = in_COLOR0.w * _OutlineColor.w; vs_COLOR1.xyz = u_xlat0.xxx * _OutlineColor.xyz; vs_COLOR1.w = u_xlat0.x; 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.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; vs_TEXCOORD2.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlatb0 = 0.0>=in_TEXCOORD0.w; u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0); u_xlat2.x = (-_WeightNormal) + _WeightBold; u_xlat0.x = u_xlat0.x * u_xlat2.x + _WeightNormal; u_xlat0.x = u_xlat0.x * 0.25 + _FaceDilate; u_xlat0.x = u_xlat0.x * _ScaleRatioA; vs_TEXCOORD1.x = (-u_xlat0.x) * 0.5 + 0.5; u_xlat0.x = _GradientScale * 1.33329999; u_xlat2.x = _Sharpness + 1.0; u_xlat0.x = u_xlat2.x * u_xlat0.x; vs_TEXCOORD1.y = u_xlat0.x / _MainTex_TexelSize.z; u_xlat0.x = _OutlineWidth * _ScaleRatioA; vs_TEXCOORD1.z = u_xlat0.x * 0.5; vs_TEXCOORD1.w = 0.0; 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 float _OutlineSoftness; uniform float _ScaleRatioA; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _GUIClipTexture; in highp vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD2; in highp vec4 vs_TEXCOORD1; layout(location = 0) out highp vec4 SV_Target0; vec4 u_xlat0; mediump float u_xlat16_1; float u_xlat2; mediump float u_xlat16_2; vec2 u_xlat4; void main() { u_xlat0.xy = dFdx(vs_TEXCOORD0.xy); u_xlat4.xy = dFdy(vs_TEXCOORD0.yx); u_xlat2 = u_xlat4.y * u_xlat0.y; u_xlat0.x = u_xlat0.x * u_xlat4.x + (-u_xlat2); u_xlat0.x = inversesqrt(abs(u_xlat0.x)); u_xlat0.x = u_xlat0.x * vs_TEXCOORD1.y; u_xlat2 = _OutlineSoftness * _ScaleRatioA; u_xlat2 = u_xlat2 * u_xlat0.x + 1.0; u_xlat0.x = u_xlat0.x / u_xlat2; u_xlat16_2 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat2 = u_xlat16_2 + (-vs_TEXCOORD1.x); u_xlat0.x = u_xlat2 * u_xlat0.x + 0.5; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat0 = u_xlat0.xxxx * vs_COLOR0; u_xlat16_1 = texture(_GUIClipTexture, vs_TEXCOORD2.xy).w; SV_Target0 = u_xlat0 * vec4(u_xlat16_1); return; } #endif $Globals_OutlineSoftness _ScaleRatioA _FaceColorÀ _FaceDilateÐ _OutlineColorà _OutlineWidthð _WeightNormalô _WeightBoldø _ScaleRatioAü_VertexOffsetX_VertexOffsetY_GradientScale _Sharpness _MainTex_TexelSizeP unity_MatrixV@unity_MatrixVP€unity_GUIClipTextureMatrix_MainTex_GUIClipTexture$Globals