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Shader "Unlit/Grid"
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{
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Properties
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{
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_GridColour ("Grid Colour", color) = (1, 1, 1, 1)
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_BaseColour ("Base Colour", color) = (1, 1, 1, 0)
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_GridSpacing ("Grid Spacing", float) = 1
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_LineThickness ("Line Thickness", float) = .1
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_ODistance ("Start Transparency Distance", float) = 5
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_TDistance ("Full Transparency Distance", float) = 10
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent"}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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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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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _GridColour;
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fixed4 _BaseColour;
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float _GridSpacing;
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float _LineThickness;
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float _ODistance;
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float _TDistance;
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v2f vert (appdata_full v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.uv = o.worldPos.xz / _GridSpacing;
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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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float2 wrapped = frac(i.uv) - 0.5f;
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float2 range = abs(wrapped);
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float2 speeds;
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speeds = fwidth(i.uv);
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float2 pixelRange = range/speeds;
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float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
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half4 param = lerp(_GridColour, _BaseColour, lineWeight);
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//distance falloff
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half3 viewDirW = _WorldSpaceCameraPos - i.worldPos;
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half viewDist = length(viewDirW);
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half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) );
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param.a *= (1.0f - falloff);
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return param;
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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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@@ -0,0 +1,109 @@
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Shader"UI/AlwaysOnTop"
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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) = (1,1,1,1)
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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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_CullMode ("Cull Mode", Float) = 0
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_ColorMask("Color Mask", Float) = 15
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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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"RenderType" = "Opaque"
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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[_CullMode]
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ZWrite Off
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Lighting Off
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Fog
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{
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Mode Off
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}
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ZTest Always
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Blend One
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OneMinusSrcAlpha
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ColorMask[_ColorMask]
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Pass
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{
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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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struct appdata_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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};
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struct v2f
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd; //Added for font color support
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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UNITY_INITIALIZE_OUTPUT(v2f, OUT);
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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//Added for font color support
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clip(color.a - 0.01);
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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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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/DefaultNoBackface"
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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) = (1,1,1,1)
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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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{
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Tags
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{
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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 Back
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||||
Lighting Off
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||||
ZWrite Off
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||||
ZTest [unity_GUIZTestMode]
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||||
Fog { Mode Off }
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||||
Blend SrcAlpha OneMinusSrcAlpha
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||||
ColorMask [_ColorMask]
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||||
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||||
Pass
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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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struct appdata_t
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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 v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
|
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||||
v2f vert(appdata_t IN)
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{
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v2f OUT;
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||||
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UNITY_SETUP_INSTANCE_ID(IN); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, OUT); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); //Inser
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
|
||||
}
|
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
|
||||
{
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
|
||||
clip (color.a - 0.01);
|
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return color;
|
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}
|
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ENDCG
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Reference in New Issue
Block a user