Restructured for new direction.
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170
Assets/Shaders/UIMenuSelectionBrush/UIMenuSelectionBrush.shader
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170
Assets/Shaders/UIMenuSelectionBrush/UIMenuSelectionBrush.shader
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Shader "BriarQueen/UI/Menu Selection Brush"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (0.02, 0.018, 0.015, 0.86)
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_Reveal ("Reveal", Range(0, 1)) = 1
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_RevealSoftness ("Reveal Softness", Range(0.001, 0.35)) = 0.08
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_EdgeFade ("Edge Fade", Range(0.001, 0.35)) = 0.12
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_EndFade ("End Fade", Range(0.001, 0.35)) = 0.08
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_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.18
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_NoiseScale ("Noise Scale", Range(1, 80)) = 24
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_StreakStrength ("Streak Strength", Range(0, 1)) = 0.22
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_StreakScale ("Streak Scale", Range(1, 80)) = 18
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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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[Toggle(UNITY_UI_ALPHACLIP)] _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
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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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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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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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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_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct AppData
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv : 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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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float _Reveal;
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float _RevealSoftness;
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float _EdgeFade;
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float _EndFade;
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float _NoiseStrength;
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float _NoiseScale;
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float _StreakStrength;
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float _StreakScale;
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float Hash21(float2 p)
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{
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p = frac(p * float2(123.34, 345.45));
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p += dot(p, p + 34.345);
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return frac(p.x * p.y);
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}
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float ValueNoise(float2 uv)
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{
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float2 i = floor(uv);
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float2 f = frac(uv);
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float2 u = f * f * (3.0 - 2.0 * f);
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float a = Hash21(i);
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float b = Hash21(i + float2(1.0, 0.0));
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float c = Hash21(i + float2(0.0, 1.0));
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float d = Hash21(i + float2(1.0, 1.0));
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return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
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}
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Varyings Vert(AppData input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.worldPosition = input.vertex;
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output.vertex = UnityObjectToClipPos(input.vertex);
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output.uv = input.texcoord;
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output.color = input.color * _Color;
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return output;
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}
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fixed4 Frag(Varyings input) : SV_Target
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{
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fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
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float reveal = saturate(_Reveal);
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float halfWidth = reveal * 0.5;
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float distFromCenter = abs(input.uv.x - 0.5);
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float revealMask = 1.0 - smoothstep(halfWidth, halfWidth + _RevealSoftness, distFromCenter);
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revealMask *= smoothstep(0.0, 0.02, reveal);
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float verticalFade = smoothstep(0.0, _EdgeFade, input.uv.y)
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* (1.0 - smoothstep(1.0 - _EdgeFade, 1.0, input.uv.y));
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float endFade = smoothstep(0.0, _EndFade, input.uv.x)
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* (1.0 - smoothstep(1.0 - _EndFade, 1.0, input.uv.x));
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float noise = ValueNoise(input.uv * _NoiseScale);
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float streak = ValueNoise(float2(input.uv.x * _StreakScale, input.uv.y * 3.0));
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float surface = 1.0 - (noise * _NoiseStrength) - (streak * _StreakStrength);
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color.a *= revealMask * verticalFade * endFade * saturate(surface);
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
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#endif
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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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}
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