Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(OVROverlayCanvas))]
public class OVROverlayCanvasEditor : Editor
{
GUIStyle mWarningBoxStyle;
void OnEnable()
{
var warningBoxStyleTex = new Texture2D(1, 1);
warningBoxStyleTex.SetPixel(0, 0, new Color(0.4f, 0.4f, 0.4f, 0.2f));
warningBoxStyleTex.Apply();
mWarningBoxStyle = new GUIStyle();
mWarningBoxStyle.normal.background = warningBoxStyleTex;
mWarningBoxStyle.padding = new RectOffset(8, 8, 2, 2);
mWarningBoxStyle.margin = new RectOffset(4, 4, 4, 4);
}
public override void OnInspectorGUI()
{
OVROverlayCanvas canvas = target as OVROverlayCanvas;
EditorGUI.BeginChangeCheck();
float lastTextureSize = canvas.MaxTextureSize;
canvas.MaxTextureSize =
EditorGUILayout.IntField(
new GUIContent("Max Texture Size", "Limits the maximum size of the texture used for this canvas"),
canvas.MaxTextureSize);
canvas.MinTextureSize =
EditorGUILayout.IntField(
new GUIContent("Min Texture Size", "Limits the minimum size this texture will be displayed at"),
canvas.MinTextureSize);
// Automatically adjust pixels per unit when texture size is adjusted to maintain the same density
canvas.PixelsPerUnit *= lastTextureSize / (float)canvas.MaxTextureSize;
canvas.PixelsPerUnit =
EditorGUILayout.FloatField(new GUIContent("Pixels Per Unit", "Controls the density of the texture"),
canvas.PixelsPerUnit);
canvas.DrawRate = EditorGUILayout.IntField(
new GUIContent("Draw Rate",
"How often we should re-render this canvas to a texture. The canvas' transform can be changed every frame, regardless of Draw Rate. A value of 1 means every frame, 2 means every other, etc."),
canvas.DrawRate);
if (canvas.DrawRate > 1)
{
canvas.DrawFrameOffset =
EditorGUILayout.IntField(
new GUIContent("Draw Frame Offset",
"Allows you to alternate which frame each canvas will draw on by specifying a frame offset."),
canvas.DrawFrameOffset);
}
canvas.Expensive =
EditorGUILayout.Toggle(
new GUIContent("Expensive", "Improve the visual appearance at the cost of additional GPU time"),
canvas.Expensive);
canvas.Opacity = (OVROverlayCanvas.DrawMode)EditorGUILayout.EnumPopup(
new GUIContent("Opacity", "Treat this canvas as opaque, which is a big performance improvement"),
canvas.Opacity);
if (canvas.Opacity == OVROverlayCanvas.DrawMode.TransparentDefaultAlpha)
{
DisplayMessage(eMessageType.Notice,
"Transparent Default Alpha is not recommended with overlapping semitransparent graphics.");
}
if (canvas.Opacity == OVROverlayCanvas.DrawMode.TransparentCorrectAlpha)
{
var graphics = canvas.GetComponentsInChildren<UnityEngine.UI.Graphic>();
bool usingDefaultMaterial = false;
foreach (var graphic in graphics)
{
if (graphic.material == null || graphic.material == graphic.defaultMaterial)
{
usingDefaultMaterial = true;
break;
}
}
if (usingDefaultMaterial)
{
DisplayMessage(eMessageType.Warning,
"Some graphics in this canvas are using the default UI material.\nWould you like to replace all of them with the corrected UI Material?");
if (GUILayout.Button("Replace Materials"))
{
var matList = AssetDatabase.FindAssets("t:Material UI Default Correct");
if (matList.Length > 0)
{
var mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(matList[0]));
foreach (var graphic in graphics)
{
if (graphic.material == null || graphic.material == graphic.defaultMaterial)
{
graphic.material = mat;
}
}
}
}
}
}
if (canvas.Opacity == OVROverlayCanvas.DrawMode.TransparentCorrectAlpha ||
canvas.Opacity == OVROverlayCanvas.DrawMode.TransparentDefaultAlpha)
{
if (PlayerSettings.colorSpace == ColorSpace.Gamma)
{
DisplayMessage(eMessageType.Warning,
"This project's ColorSpace is set to Gamma. Oculus recommends using Linear ColorSpace. Alpha blending will not be correct in Gamma ColorSpace.");
}
}
canvas.Layer =
EditorGUILayout.LayerField(new GUIContent("Overlay Layer", "The layer this overlay should be drawn on"),
canvas.Layer);
if (canvas.Layer == canvas.gameObject.layer)
{
DisplayMessage(eMessageType.Error,
$"This GameObject's Layer is the same as Overlay Layer ('{LayerMask.LayerToName(canvas.Layer)}'). "
+ "To control camera visibility, this GameObject should have a Layer that is not the Overlay Layer.");
}
if (Camera.main != null)
{
if ((Camera.main.cullingMask & (1 << canvas.gameObject.layer)) != 0)
{
DisplayMessage(eMessageType.Warning,
$"Main Camera '{Camera.main.name}' does not cull this GameObject's Layer '{LayerMask.LayerToName(canvas.gameObject.layer)}'. "
+ "This Canvas might be rendered by both the Main Camera and the OVROverlay system.");
}
if ((Camera.main.cullingMask & (1 << canvas.Layer)) == 0)
{
DisplayMessage(eMessageType.Error,
$"Overlay Layer '{LayerMask.LayerToName(canvas.Layer)}' is culled by your main camera. "
+ "The Overlay Layer is expected to render in the scene, so it shouldn't be culled.");
}
}
else
{
DisplayMessage(eMessageType.Warning,
"No Main Camera found. Make sure your camera does not draw this GameObject's Layer ("
+ LayerMask.LayerToName(canvas.gameObject.layer) + "), or this canvas might be rendered twice.");
}
if (Application.isPlaying)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Editor Debug", EditorStyles.boldLabel);
canvas.overlayEnabled = EditorGUILayout.Toggle("Overlay Enabled", canvas.overlayEnabled);
}
}
public enum eMessageType
{
Notice,
Warning,
Error
}
void DisplayMessage(eMessageType messageType, string messageText)
{
string iconUri = "";
string header = "";
switch (messageType)
{
case eMessageType.Error:
iconUri = "console.erroricon.sml";
header = "Error";
break;
case eMessageType.Warning:
iconUri = "console.warnicon.sml";
header = "Warning";
break;
case eMessageType.Notice:
default:
iconUri = "console.infoicon.sml";
header = "Notice";
break;
}
EditorGUILayout.BeginHorizontal(mWarningBoxStyle); //2-column wrapper
EditorGUILayout.BeginVertical(GUILayout.Width(20)); //column 1: icon
EditorGUILayout.LabelField(EditorGUIUtility.IconContent(iconUri), GUILayout.Width(20));
EditorGUILayout.EndVertical(); //end column 1: icon
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true)); //column 2: label, message
GUILayout.Label(header, EditorStyles.boldLabel);
GUILayout.Label(messageText, EditorStyles.wordWrappedLabel);
EditorGUILayout.EndVertical(); //end column 2: label, message, objects
EditorGUILayout.EndHorizontal(); //end 2-column wrapper
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//#define DEBUG_OVERLAY_CANVAS
using UnityEngine;
[RequireComponent(typeof(Canvas))]
public class OVROverlayCanvas : MonoBehaviour
{
[SerializeField, HideInInspector]
private Shader _transparentShader = null;
[SerializeField, HideInInspector]
private Shader _opaqueShader = null;
RectTransform _rectTransform;
Canvas _canvas;
Camera _camera;
OVROverlay _overlay;
RenderTexture _renderTexture;
MeshRenderer _meshRenderer;
Mesh _quad;
Material _defaultMat;
public int MaxTextureSize = 1600;
public int MinTextureSize = 200;
public float PixelsPerUnit = 1f;
public int DrawRate = 1;
public int DrawFrameOffset = 0;
public bool Expensive = false;
public int Layer = 0;
public enum DrawMode
{
Opaque,
OpaqueWithClip,
TransparentDefaultAlpha,
TransparentCorrectAlpha
}
public DrawMode Opacity = DrawMode.OpaqueWithClip;
private bool ScaleViewport = Application.isMobilePlatform;
// Start is called before the first frame update
void Start()
{
_canvas = GetComponent<Canvas>();
_rectTransform = _canvas.GetComponent<RectTransform>();
float rectWidth = _rectTransform.rect.width;
float rectHeight = _rectTransform.rect.height;
float aspectX = rectWidth >= rectHeight ? 1 : rectWidth / rectHeight;
float aspectY = rectHeight >= rectWidth ? 1 : rectHeight / rectWidth;
// if we are scaling the viewport we don't need to add a border
int pixelBorder = ScaleViewport ? 0 : 8;
int innerWidth = Mathf.CeilToInt(aspectX * (MaxTextureSize - pixelBorder * 2));
int innerHeight = Mathf.CeilToInt(aspectY * (MaxTextureSize - pixelBorder * 2));
int width = innerWidth + pixelBorder * 2;
int height = innerHeight + pixelBorder * 2;
float paddedWidth = rectWidth * (width / (float)innerWidth);
float paddedHeight = rectHeight * (height / (float)innerHeight);
float insetRectWidth = innerWidth / (float)width;
float insetRectHeight = innerHeight / (float)height;
// ever so slightly shrink our opaque mesh to avoid black borders
Vector2 opaqueTrim = Opacity == DrawMode.Opaque
? new Vector2(0.005f / _rectTransform.lossyScale.x, 0.005f / _rectTransform.lossyScale.y)
: Vector2.zero;
_renderTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
// if we can't scale the viewport, generate mipmaps instead
_renderTexture.useMipMap = !ScaleViewport;
GameObject overlayCamera = new GameObject(name + " Overlay Camera")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
overlayCamera.transform.SetParent(transform, false);
_camera = overlayCamera.AddComponent<Camera>();
_camera.stereoTargetEye = StereoTargetEyeMask.None;
_camera.transform.position = transform.position - transform.forward;
_camera.orthographic = true;
_camera.enabled = false;
_camera.targetTexture = _renderTexture;
_camera.cullingMask = 1 << gameObject.layer;
_camera.clearFlags = CameraClearFlags.SolidColor;
_camera.backgroundColor = Color.clear;
_camera.orthographicSize = 0.5f * paddedHeight * _rectTransform.localScale.y;
_camera.nearClipPlane = 0.99f;
_camera.farClipPlane = 1.01f;
_quad = new Mesh()
{
name = name + " Overlay Quad",
hideFlags = HideFlags.HideAndDontSave
};
_quad.vertices = new Vector3[]
{ new Vector3(-0.5f, -0.5f), new Vector3(-0.5f, 0.5f), new Vector3(0.5f, 0.5f), new Vector3(0.5f, -0.5f) };
_quad.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) };
_quad.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
_quad.bounds = new Bounds(Vector3.zero, Vector3.one);
_quad.UploadMeshData(true);
switch (Opacity)
{
case DrawMode.Opaque:
_defaultMat = new Material(_opaqueShader);
break;
case DrawMode.OpaqueWithClip:
_defaultMat = new Material(_opaqueShader);
_defaultMat.EnableKeyword("WITH_CLIP");
break;
case DrawMode.TransparentDefaultAlpha:
_defaultMat = new Material(_transparentShader);
_defaultMat.EnableKeyword("ALPHA_SQUARED");
break;
case DrawMode.TransparentCorrectAlpha:
_defaultMat = new Material(_transparentShader);
break;
}
_defaultMat.mainTexture = _renderTexture;
_defaultMat.color = Color.black;
_defaultMat.mainTextureOffset = new Vector2(0.5f - 0.5f * insetRectWidth, 0.5f - 0.5f * insetRectHeight);
_defaultMat.mainTextureScale = new Vector2(insetRectWidth, insetRectHeight);
GameObject meshRenderer = new GameObject(name + " MeshRenderer")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
meshRenderer.transform.SetParent(transform, false);
meshRenderer.AddComponent<MeshFilter>().sharedMesh = _quad;
_meshRenderer = meshRenderer.AddComponent<MeshRenderer>();
_meshRenderer.sharedMaterial = _defaultMat;
meshRenderer.layer = Layer;
meshRenderer.transform.localScale = new Vector3(rectWidth - opaqueTrim.x, rectHeight - opaqueTrim.y, 1);
GameObject overlay = new GameObject(name + " Overlay")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
overlay.transform.SetParent(transform, false);
_overlay = overlay.AddComponent<OVROverlay>();
_overlay.isDynamic = true;
_overlay.noDepthBufferTesting = true;
_overlay.isAlphaPremultiplied = !Application.isMobilePlatform;
_overlay.textures[0] = _renderTexture;
_overlay.currentOverlayType = OVROverlay.OverlayType.Underlay;
_overlay.transform.localScale = new Vector3(paddedWidth, paddedHeight, 1);
_overlay.useExpensiveSuperSample = Expensive;
}
private void OnDestroy()
{
Destroy(_defaultMat);
Destroy(_quad);
Destroy(_renderTexture);
}
private void OnEnable()
{
if (_overlay)
{
_meshRenderer.enabled = true;
_overlay.enabled = true;
}
if (_camera)
{
_camera.enabled = true;
}
}
private void OnDisable()
{
if (_overlay)
{
_overlay.enabled = false;
_meshRenderer.enabled = false;
}
if (_camera)
{
_camera.enabled = false;
}
}
private static readonly Plane[] _FrustumPlanes = new Plane[6];
protected virtual bool ShouldRender()
{
if (DrawRate > 1)
{
if (Time.frameCount % DrawRate != DrawFrameOffset % DrawRate)
{
return false;
}
}
if (Camera.main != null)
{
// Perform Frustum culling
for (int i = 0; i < 2; i++)
{
var eye = (Camera.StereoscopicEye)i;
var mat = Camera.main.GetStereoProjectionMatrix(eye) * Camera.main.GetStereoViewMatrix(eye);
GeometryUtility.CalculateFrustumPlanes(mat, _FrustumPlanes);
if (GeometryUtility.TestPlanesAABB(_FrustumPlanes, _meshRenderer.bounds))
{
return true;
}
}
return false;
}
return true;
}
private void Update()
{
if (ShouldRender())
{
if (ScaleViewport)
{
if (Camera.main != null)
{
float d = (Camera.main.transform.position - transform.position).magnitude;
float size = PixelsPerUnit * Mathf.Max(_rectTransform.rect.width * transform.lossyScale.x,
_rectTransform.rect.height * transform.lossyScale.y) / d;
// quantize to even pixel sizes
const float quantize = 8;
float pixelHeight = Mathf.Ceil(size / quantize * _renderTexture.height) * quantize;
// clamp between or min size and our max size
pixelHeight = Mathf.Clamp(pixelHeight, MinTextureSize, _renderTexture.height);
float innerPixelHeight = pixelHeight - 2;
_camera.orthographicSize = 0.5f * _rectTransform.rect.height * _rectTransform.localScale.y *
pixelHeight / innerPixelHeight;
float aspect = (_rectTransform.rect.width / _rectTransform.rect.height);
float innerPixelWidth = innerPixelHeight * aspect;
float pixelWidth = Mathf.Ceil((innerPixelWidth + 2) * 0.5f) * 2;
float sizeX = pixelWidth / _renderTexture.width;
float sizeY = pixelHeight / _renderTexture.height;
// trim a half pixel off each size if this is opaque (transparent should fade)
float inset = Opacity == DrawMode.Opaque ? 1.001f : 0;
float innerSizeX = (innerPixelWidth - inset) / _renderTexture.width;
float innerSizeY = (innerPixelHeight - inset) / _renderTexture.height;
// scale the camera rect
_camera.rect = new Rect((1 - sizeX) / 2, (1 - sizeY) / 2, sizeX, sizeY);
Rect src = new Rect(0.5f - (0.5f * innerSizeX), 0.5f - (0.5f * innerSizeY), innerSizeX, innerSizeY);
_defaultMat.mainTextureOffset = src.min;
_defaultMat.mainTextureScale = src.size;
// update the overlay to use this same size
_overlay.overrideTextureRectMatrix = true;
src.y = 1 - src.height - src.y;
Rect dst = new Rect(0, 0, 1, 1);
_overlay.SetSrcDestRects(src, src, dst, dst);
}
}
_camera.Render();
}
}
public bool overlayEnabled
{
get { return _overlay && _overlay.enabled; }
set
{
if (_overlay)
{
_overlay.enabled = value;
_defaultMat.color = value ? Color.black : Color.white;
}
}
}
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// This shader is identical to UI/Default except the Alpha blend mode results in correct Alpha
Shader "UI/Default Corrected"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "UI/Prerendered Opaque"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
Blend One Zero, Zero Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ WITH_CLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
#if !WITH_CLIP
if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0)
{
return _Color;
}
#endif
fixed4 col = tex2D(_MainTex, i.texcoord);
col *= _Color;
#if WITH_CLIP
clip(col.a - 0.5);
#endif
return col;
}
ENDCG
}
}
}

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Shader "UI/Prerendered"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend One OneMinusSrcAlpha, Zero Zero
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ALPHA_SQUARED
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.texcoord);
#if ALPHA_SQUARED
// prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt
// to get the original alpha value
col.a = sqrt(col.a);
#endif
// It should be noted that with Gamma lighting on PC,
// the blend will result in not correct colors of transparent
// portions of the overlay
col *= _Color;
return col;
}
ENDCG
}
}
}

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