提交FairyGUI

This commit is contained in:
PC-20230316NUNE\Administrator
2024-10-15 20:37:54 +08:00
parent ef1d3dfb2f
commit 9cd469b811
409 changed files with 66228 additions and 4076 deletions

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folderAsset: yes
timeCreated: 1465913233
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/BlurFilter" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy;
o.taps[0] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[2] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
o.taps[3] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
return color * 0.25;
}
ENDCG
}
}
Fallback off
}

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guid: f83d3bb1d90aaf54d8aed0783317662f
timeCreated: 1465913243
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userData:
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/BMFont"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend [_BlendSrcFactor] [_BlendDstFactor]
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_GRAYED GRAYED
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers d3d9 opengl flash
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
};
sampler2D _MainTex;
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
#ifdef CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color;
fixed4 tcol = tex2D(_MainTex, i.texcoord);
col.a *= tcol[i.texcoord.z];//z stores channel
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
return col;
}
ENDCG
}
}
Fallback "FairyGUI/Text"
}

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guid: cd79153f88fa7334ea6c5564c053bdca
timeCreated: 1459224288
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_COMBINED COMBINED
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
};
sampler2D _MainTex;
#ifdef COMBINED
sampler2D _AlphaTex;
#endif
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
#ifdef COLOR_FILTER
float4x4 _ColorMatrix;
float4 _ColorOffset;
float _ColorOption = 0;
#endif
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
#ifdef CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
#ifdef COMBINED
col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
#endif
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
#ifdef COLOR_FILTER
if (_ColorOption == 0)
{
fixed4 col2 = col;
col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
col = col2;
}
else //premultiply alpha
col.rgb *= col.a;
#endif
#ifdef ALPHA_MASK
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
}

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timeCreated: 1459224288
licenseType: Pro
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defaultTextures: []
userData:
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Text"
{
Properties
{
_MainTex ("Alpha (A)", 2D) = "white" {}
_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
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
_BlendDstFactor ("Blend DstFactor", Float) = 10
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend [_BlendSrcFactor] [_BlendDstFactor]
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_GRAYED GRAYED
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
#ifdef CLIPPED
float2 clipPos : TEXCOORD1;
#endif
#ifdef SOFT_CLIPPED
float2 clipPos : TEXCOORD1;
#endif
};
sampler2D _MainTex;
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
o.color.rgb = GammaToLinearSpace(v.color.rgb);
o.color.a = v.color.a;
#else
o.color = v.color;
#endif
#ifdef CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a;
#ifdef GRAYED
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = fixed3(grey, grey, grey);
#endif
#ifdef SOFT_CLIPPED
float2 factor = float2(0,0);
if(i.clipPos.x<0)
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
else
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
if(i.clipPos.y<0)
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
else
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
#endif
#ifdef CLIPPED
float2 factor = abs(i.clipPos);
col.a *= step(max(factor.x, factor.y), 1);
#endif
return col;
}
ENDCG
}
}
}

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