graph chart引入&骑行结果弹窗
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// this shader created a basic gradient between an initial color to an
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Shader "Chart/Canvas/Solid"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,0)
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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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_ColorMask("Color Mask", Float) = 15
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}
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SubShader{
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Tags{ "Queue" = "Transparent"
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"RenderType" = "Transparent" }
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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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Pass{
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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CGPROGRAM
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#pragma vertex lerpVertex
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#pragma fragment sampleFragment
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#include "UnityCG.cginc"
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fixed4 _Color;
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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struct vertexData
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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};
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vertexData lerpVertex(appdata_full v)
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{
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vertexData res;
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res.pos = UnityObjectToClipPos(v.vertex);
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res.color = _Color;
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res.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return res;
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}
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float4 sampleFragment(vertexData v) : COLOR
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{
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fixed4 texData = tex2D(_MainTex, v.uv) * v.color;
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return texData;
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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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