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72
Assets/Plugins/Trails FX/Resources/TrailsFX/TrailMask.shader
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72
Assets/Plugins/Trails FX/Resources/TrailsFX/TrailMask.shader
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Shader "TrailsFX/Mask" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
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_CutOff("Cut Off", Float) = 0.5
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_Cull ("Cull", Int) = 2
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}
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SubShader
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{
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Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
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// Create mask
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Pass
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{
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Stencil {
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Ref 2
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WriteMask 2
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Comp always
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Pass replace
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}
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ColorMask 0
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ZTest Always
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ZWrite Off
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Cull [_Cull]
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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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float2 uv : 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 pos: SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed _CutOff;
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v2f vert (appdata 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_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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 col = tex2D(_MainTex, i.uv);
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#if TRAIL_ALPHACLIP
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clip(col.a - _CutOff);
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#endif
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return 0;
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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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