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			318 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			318 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								Shader "TextMeshPro/Distance Field Overlay" {
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								Properties {
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									_FaceTex			("Face Texture", 2D) = "white" {}
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									_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
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									_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
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									[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
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									_FaceDilate			("Face Dilate", Range(-1,1)) = 0
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									[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
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									_OutlineTex			("Outline Texture", 2D) = "white" {}
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									_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
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									_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
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									_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
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									_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
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									_Bevel				("Bevel", Range(0,1)) = 0.5
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									_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0
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									_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0
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									_BevelClamp			("Bevel Clamp", Range(0,1)) = 0
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									_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0
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									_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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									[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1)
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									_SpecularPower		("Specular", Range(0,4)) = 2.0
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									_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10
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									_Diffuse			("Diffuse", Range(0,1)) = 0.5
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									_Ambient			("Ambient", Range(1,0)) = 0.5
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									_BumpMap 			("Normal map", 2D) = "bump" {}
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									_BumpOutline		("Bump Outline", Range(0,1)) = 0
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									_BumpFace			("Bump Face", Range(0,1)) = 0
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									_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1)
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									_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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									_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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									_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0)
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									[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0, 0.5)
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									_UnderlayOffsetX	("Border OffsetX", Range(-1,1)) = 0
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									_UnderlayOffsetY	("Border OffsetY", Range(-1,1)) = 0
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									_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
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									_UnderlaySoftness	("Border Softness", Range(0,1)) = 0
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									[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
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									_GlowOffset			("Offset", Range(-1,1)) = 0
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									_GlowInner			("Inner", Range(0,1)) = 0.05
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									_GlowOuter			("Outer", Range(0,1)) = 0.05
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									_GlowPower			("Falloff", Range(1, 0)) = 0.75
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									_WeightNormal		("Weight Normal", float) = 0
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									_WeightBold			("Weight Bold", float) = 0.5
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									_ShaderFlags		("Flags", float) = 0
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									_ScaleRatioA		("Scale RatioA", float) = 1
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									_ScaleRatioB		("Scale RatioB", float) = 1
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									_ScaleRatioC		("Scale RatioC", float) = 1
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									_MainTex			("Font Atlas", 2D) = "white" {}
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									_TextureWidth		("Texture Width", float) = 512
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									_TextureHeight		("Texture Height", float) = 512
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									_GradientScale		("Gradient Scale", float) = 5.0
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									_ScaleX				("Scale X", float) = 1.0
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									_ScaleY				("Scale Y", float) = 1.0
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									_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
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									_Sharpness			("Sharpness", Range(-1,1)) = 0
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									_VertexOffsetX		("Vertex OffsetX", float) = 0
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									_VertexOffsetY		("Vertex OffsetY", float) = 0
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									_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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									_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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									_MaskSoftnessX		("Mask SoftnessX", float) = 0
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									_MaskSoftnessY		("Mask SoftnessY", float) = 0
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									_StencilComp		("Stencil Comparison", Float) = 8
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									_Stencil			("Stencil ID", Float) = 0
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									_StencilOp			("Stencil Operation", Float) = 0
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									_StencilWriteMask	("Stencil Write Mask", Float) = 255
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									_StencilReadMask	("Stencil Read Mask", Float) = 255
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									_CullMode			("Cull Mode", Float) = 0
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									_ColorMask			("Color Mask", Float) = 15
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								}
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								SubShader {
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									Tags
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								  {
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										"Queue"="Overlay"
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										"IgnoreProjector"="True"
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										"RenderType"="Transparent"
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									}
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									Stencil
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									{
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										Ref [_Stencil]
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										Comp [_StencilComp]
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										Pass [_StencilOp]
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										ReadMask [_StencilReadMask]
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										WriteMask [_StencilWriteMask]
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									}
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									Cull [_CullMode]
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									ZWrite Off
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									Lighting Off
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									Fog { Mode Off }
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									ZTest Always
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									Blend One OneMinusSrcAlpha
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									ColorMask [_ColorMask]
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									Pass {
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										CGPROGRAM
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										#pragma target 3.0
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										#pragma vertex VertShader
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										#pragma fragment PixShader
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										#pragma shader_feature __ BEVEL_ON
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										#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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										#pragma shader_feature __ GLOW_ON
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										#pragma multi_compile __ UNITY_UI_CLIP_RECT
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										#pragma multi_compile __ UNITY_UI_ALPHACLIP
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										#include "UnityCG.cginc"
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										#include "UnityUI.cginc"
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										#include "TMPro_Properties.cginc"
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										#include "TMPro.cginc"
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										struct vertex_t {
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											UNITY_VERTEX_INPUT_INSTANCE_ID
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											float4	position		: POSITION;
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											float3	normal			: NORMAL;
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											fixed4	color			: COLOR;
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											float2	texcoord0		: TEXCOORD0;
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											float2	texcoord1		: TEXCOORD1;
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										};
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										struct pixel_t {
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											UNITY_VERTEX_INPUT_INSTANCE_ID
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											UNITY_VERTEX_OUTPUT_STEREO
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											float4	position		: SV_POSITION;
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											fixed4	color			: COLOR;
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											float2	atlas			: TEXCOORD0;		// Atlas
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											float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight
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											float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw)
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											float3	viewDir			: TEXCOORD3;
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										#if (UNDERLAY_ON || UNDERLAY_INNER)
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											float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias
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											fixed4	underlayColor	: COLOR1;
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										#endif
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											float4 textures			: TEXCOORD5;
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										};
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										// Used by Unity internally to handle Texture Tiling and Offset.
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										float4 _FaceTex_ST;
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										float4 _OutlineTex_ST;
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										pixel_t VertShader(vertex_t input)
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										{
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											pixel_t output;
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											UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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											UNITY_SETUP_INSTANCE_ID(input);
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											UNITY_TRANSFER_INSTANCE_ID(input,output);
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											UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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											float bold = step(input.texcoord1.y, 0);
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											float4 vert = input.position;
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											vert.x += _VertexOffsetX;
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											vert.y += _VertexOffsetY;
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											float4 vPosition = UnityObjectToClipPos(vert);
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											float2 pixelSize = vPosition.w;
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											pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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											float scale = rsqrt(dot(pixelSize, pixelSize));
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											scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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											if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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											float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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											weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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											float bias =(.5 - weight) + (.5 / scale);
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											float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
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										#if GLOW_ON
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											alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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										#endif
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											alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
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										#if (UNDERLAY_ON || UNDERLAY_INNER)
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											float4 underlayColor = _UnderlayColor;
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											underlayColor.rgb *= underlayColor.a;
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											float bScale = scale;
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											bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
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											float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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											float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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											float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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											float2 bOffset = float2(x, y);
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										#endif
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											// Generate UV for the Masking Texture
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											float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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											float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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											// Support for texture tiling and offset
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											float2 textureUV = UnpackUV(input.texcoord1.x);
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											float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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											float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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											output.position = vPosition;
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											output.color = input.color;
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											output.atlas =	input.texcoord0;
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											output.param =	float4(alphaClip, scale, bias, weight);
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											output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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											output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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											#if (UNDERLAY_ON || UNDERLAY_INNER)
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											output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
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											output.underlayColor =	underlayColor;
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											#endif
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											output.textures = float4(faceUV, outlineUV);
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											return output;
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										}
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										fixed4 PixShader(pixel_t input) : SV_Target
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										{
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											UNITY_SETUP_INSTANCE_ID(input);
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											float c = tex2D(_MainTex, input.atlas).a;
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										#ifndef UNDERLAY_ON
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											clip(c - input.param.x);
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										#endif
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											float	scale	= input.param.y;
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											float	bias	= input.param.z;
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											float	weight	= input.param.w;
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											float	sd = (bias - c) * scale;
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											float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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											float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
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											half4 faceColor = _FaceColor;
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											half4 outlineColor = _OutlineColor;
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											faceColor.rgb *= input.color.rgb;
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											faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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											outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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											faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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										#if BEVEL_ON
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											float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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											float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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											float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
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											bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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											n = normalize(n- bump);
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											float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
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											float3 col = GetSpecular(n, light);
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											faceColor.rgb += col*faceColor.a;
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											faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
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											faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
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											fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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											faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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										#endif
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										#if UNDERLAY_ON
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											float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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											faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
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										#endif
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										#if UNDERLAY_INNER
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											float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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											faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
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										#endif
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										#if GLOW_ON
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											float4 glowColor = GetGlowColor(sd, scale);
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											faceColor.rgb += glowColor.rgb * glowColor.a;
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										#endif
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										// Alternative implementation to UnityGet2DClipping with support for softness.
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										#if UNITY_UI_CLIP_RECT
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											half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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											faceColor *= m.x * m.y;
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										#endif
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										#if UNITY_UI_ALPHACLIP
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											clip(faceColor.a - 0.001);
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										#endif
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											return faceColor * input.color.a;
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										}
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										ENDCG
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									}
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								}
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								 | 
							
								
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								Fallback "TextMeshPro/Mobile/Distance Field"
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								CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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								}
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