èºu Ã#ifdef VERTEX #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _FaceTex_ST; uniform vec4 _FaceColor; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; in vec4 in_POSITION0; in vec4 in_COLOR0; in vec4 in_TEXCOORD0; in vec2 in_TEXCOORD1; out vec4 vs_COLOR0; out vec2 vs_TEXCOORD0; out vec2 vs_TEXCOORD1; out vec4 vs_TEXCOORD2; vec2 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; bvec3 u_xlatb3; vec2 u_xlat8; void main() { u_xlat0.x = in_POSITION0.w * 0.5; u_xlat0.xy = u_xlat0.xx / _ScreenParams.xy; u_xlat8.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat0.xy = u_xlat0.xy + u_xlat8.xy; 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_xlat1 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; u_xlat8.xy = u_xlat1.xy / u_xlat1.ww; u_xlat1.xy = _ScreenParams.xy * vec2(0.5, 0.5); u_xlat8.xy = u_xlat8.xy * u_xlat1.xy; u_xlat8.xy = roundEven(u_xlat8.xy); u_xlat8.xy = u_xlat8.xy / u_xlat1.xy; gl_Position.xy = u_xlat1.ww * u_xlat8.xy; gl_Position.zw = u_xlat1.zw; u_xlat1.xyz = in_COLOR0.xyz * vec3(0.265884995, 0.265884995, 0.265884995) + vec3(0.736584008, 0.736584008, 0.736584008); u_xlat1.xyz = in_COLOR0.xyz * u_xlat1.xyz + vec3(-0.00980184041, -0.00980184041, -0.00980184041); u_xlat1.xyz = in_COLOR0.xyz * u_xlat1.xyz + vec3(0.00319697009, 0.00319697009, 0.00319697009); u_xlat2.xyz = in_COLOR0.xyz * vec3(0.0849710032, 0.0849710032, 0.0849710032) + vec3(-0.000163029006, -0.000163029006, -0.000163029006); u_xlatb3.xyz = lessThan(in_COLOR0.xyzx, vec4(0.0725490004, 0.0725490004, 0.0725490004, 0.0)).xyz; { vec4 hlslcc_movcTemp = u_xlat1; hlslcc_movcTemp.x = (u_xlatb3.x) ? u_xlat2.x : u_xlat1.x; hlslcc_movcTemp.y = (u_xlatb3.y) ? u_xlat2.y : u_xlat1.y; hlslcc_movcTemp.z = (u_xlatb3.z) ? u_xlat2.z : u_xlat1.z; u_xlat1 = hlslcc_movcTemp; } u_xlat2.xyz = (_UIVertexColorAlwaysGammaSpace != 0) ? u_xlat1.xyz : in_COLOR0.xyz; u_xlat2.w = in_COLOR0.w; vs_COLOR0 = u_xlat2 * _FaceColor; vs_TEXCOORD1.xy = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlat2 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat2 = min(u_xlat2, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat2.xy); vs_TEXCOORD2.xy = (-u_xlat2.zw) + u_xlat0.xy; u_xlat8.x = _ScreenParams.x * hlslcc_mtx4x4glstate_matrix_projection[0].x; u_xlat8.y = _ScreenParams.y * hlslcc_mtx4x4glstate_matrix_projection[1].y; u_xlat0.xy = u_xlat1.ww / abs(u_xlat8.xy); u_xlat8.xy = max(vec2(_MaskSoftnessX, _MaskSoftnessY), vec2(_UIMaskSoftnessX, _UIMaskSoftnessY)); u_xlat0.xy = u_xlat8.xy * vec2(0.25, 0.25) + u_xlat0.xy; vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy; return; } #endif #ifdef FRAGMENT #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #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 UNITY_LOCATION(0) uniform sampler2D _MainTex; UNITY_LOCATION(1) uniform sampler2D _FaceTex; in vec4 vs_COLOR0; in vec2 vs_TEXCOORD0; in vec2 vs_TEXCOORD1; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; void main() { u_xlat0 = texture(_FaceTex, vs_TEXCOORD1.xy); SV_Target0.xyz = u_xlat0.xyz * vs_COLOR0.xyz; u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy); SV_Target0.w = u_xlat0.w * vs_COLOR0.w; return; } #endif 9$Globals$ _ScreenParams _FaceTex_STÐ _FaceColorà_VertexOffsetXð_VertexOffsetYô _ClipRect_MaskSoftnessX_MaskSoftnessY_UIMaskSoftnessX_UIMaskSoftnessY_UIVertexColorAlwaysGammaSpace unity_ObjectToWorldglstate_matrix_projectionPunity_MatrixVP�_MainTex_FaceTex$Globals