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https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:54:37 +08:00
final text background fix
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commit
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@ -80,11 +80,8 @@ namespace DCFApixels
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if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f))
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{
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Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle);
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Color backgroundColor = item.Value.Settings.BackgroundColor * GlobalColor;
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backgroundMaterial.SetColor(ColorPropertyID, backgroundColor);
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Graphics.DrawTexture(rect, _whiteTexture, backgroundMaterial);
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Graphics.DrawTexture(rect, _whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, backgroundColor, backgroundMaterial, -1);
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GUI.color = item.Color * GlobalColor;
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style.Draw(rect, _labelDummy, false, false, false, false);
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}
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@ -1,9 +1,5 @@
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Shader "DCFApixels/DebugX/TextBackground"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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@ -25,7 +21,6 @@ Shader "DCFApixels/DebugX/TextBackground"
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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@ -34,24 +29,19 @@ Shader "DCFApixels/DebugX/TextBackground"
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float4 color : COLOR;
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
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UNITY_INSTANCING_BUFFER_END(Props)
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float4 _DebugX_GlobalColor;
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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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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * _DebugX_GlobalColor;
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o.color = v.color * _DebugX_GlobalColor;
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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return i.color * float4(1, 1, 1, 2);
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return i.color;
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}
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ENDCG
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}
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