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Shader "Rive/UI/Default"
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{
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Properties
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{
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// Standard UI/Main texture (per renderer)
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[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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// Stencil properties so Mask / RectMask2D work
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[PerRendererData] _StencilComp ("Stencil Comparison", Float) = 8
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[PerRendererData] _Stencil ("Stencil ID", Float) = 0
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[PerRendererData] _StencilOp ("Stencil Operation", Float) = 0
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[PerRendererData] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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[PerRendererData] _StencilReadMask ("Stencil Read Mask", Float) = 255
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// Color mask / alpha clip for UI
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[PerRendererData] _ColorMask ("Color Mask", Float) = 15
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[PerRendererData] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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// Stencil setup used by Mask / RectMask2D
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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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ColorMask [_ColorMask]
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Cull Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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Pass
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{
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Name "RiveGammaDecodeUI"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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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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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1; // used for RectMask2D
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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float4 _ClipRect;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _Color;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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// Sample texture
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half4 tex = tex2D(_MainTex, i.texcoord);
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// Rive renders premultiplied alpha into the render texture.
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// Convert to linear in un-premultiplied space, then premultiply again.
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#if !defined(UNITY_COLORSPACE_GAMMA)
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if (tex.a > 0.0h)
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{
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half3 unpremultiplied = tex.rgb / tex.a;
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tex.rgb = GammaToLinearSpace(unpremultiplied) * tex.a;
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}
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#endif
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// Preserve premultiplied alpha when Unity UI applies tint/CanvasGroup alpha.
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half4 color;
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color.a = tex.a * i.color.a;
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color.rgb = tex.rgb * i.color.rgb * i.color.a;
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// RectMask2D clipping
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// we scale both RGB and A to keep premultiplied invariant
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#ifdef UNITY_UI_CLIP_RECT
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half clipFactor = UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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color *= clipFactor;
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#endif
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// Optional alpha clipping for masking
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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Fallback "UI/Default"
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}
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