68 lines
1.6 KiB
Plaintext
68 lines
1.6 KiB
Plaintext
Shader "Custom/CyalumeSimpleOfficialLike"
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{
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Properties
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{
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_MainTex ("Flipbook", 2D) = "white" {}
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_Tint ("Tint", Color) = (1,1,1,1)
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_Intensity ("Intensity", Float) = 1.0
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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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"RenderType"="Transparent"
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"IgnoreProjector"="True"
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}
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Pass
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{
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Blend One One
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ZWrite Off
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Tint;
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float _Intensity;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 tex = tex2D(_MainTex, i.uv);
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// ���� discard������ alpha clip
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fixed3 rgb = tex.rgb * _Tint.rgb * _Intensity;
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// additive �� alpha ��������Ҫ���� 1 ����
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return fixed4(rgb, 1.0);
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}
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ENDCG
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}
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}
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} |