Initial commit: Unity WordConnect project

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2025-08-01 19:12:05 +08:00
commit f14db75802
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Shader "Photoshop/ColorDodge"
{
Properties
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{
CGPROGRAM
#pragma vertex vert_vct
#pragma fragment frag_dodge
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct vin_vct
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
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struct v2f_vct
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float4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
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{
v2f_vct o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
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float4 frag_dodge(v2f_vct i) : COLOR
{
float4 tex = tex2D(_MainTex, i.texcoord);
float4 final;
// Color dodge formula
final.rgb = (i.color.rgb == 1.0) ? 1.0 : min(1.0, tex.rgb / (1.0 - i.color.rgb));
final.a = i.color.a * tex.a;
// Keep the lerp function from the original shader for consistency
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Properties
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_GlowColor ("Glow Color", Color) = (1,1,1,1)
_GlowSpeed ("Glow Speed", Float) = 1.0
_GlowIntensity ("Glow Intensity", Range(0, 1)) = 0.5
_GlowWidth ("Glow Width", Range(0, 0.1)) = 0.05
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
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Ref [_Stencil]
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Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
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Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
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{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
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float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
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fixed4 _TextureSampleAdd;
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float _GlowIntensity;
float _GlowWidth;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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float2 uvDist = abs(IN.texcoord - 0.5) * 2;
float maxDist = max(uvDist.x, uvDist.y);
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Somehow achieves an effect similar to this:
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