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- #ifndef UI_EFFECT_SPRITE_INCLUDED
- #define UI_EFFECT_SPRITE_INCLUDED
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #if EX
- float2 uvMask : TEXCOORD1;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- #if UI_DISSOLVE || UI_TRANSITION
- half3 eParam : TEXCOORD2;
- #elif UI_SHINY
- half2 eParam : TEXCOORD2;
- #else
- half eParam : TEXCOORD2;
- #endif
- #if EX
- half4 uvMask : TEXCOORD3;
- #endif
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- #if UI_EFFECT
- OUT.texcoord = UnpackToVec2(IN.texcoord.x) * 2 - 0.5;
- #else
- OUT.texcoord = UnpackToVec2(IN.texcoord.x);
- #endif
-
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
- #endif
- OUT.color = IN.color * _Color;
- #if UI_DISSOLVE || UI_TRANSITION
- OUT.eParam = UnpackToVec3(IN.texcoord.y);
- #elif UI_SHINY
- OUT.eParam = UnpackToVec2(IN.texcoord.y);
- #else
- OUT.eParam = IN.texcoord.y;
- #endif
- #if EX
- OUT.uvMask = half4(UnpackToVec2(IN.uvMask.x), UnpackToVec2(IN.uvMask.y));
- #endif
- return OUT;
- }
- #endif // UI_EFFECT_SPRITE_INCLUDED
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