389 lines
8.1 KiB
Plaintext
389 lines
8.1 KiB
Plaintext
//////////////////////////////////////////////////////
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// MK Glow Selective Render Shader //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2017 All rights reserved. //
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//////////////////////////////////////////////////////
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Shader "Hidden/MK/Glow/SelectiveRender"
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{
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SubShader
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{
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Tags { "RenderType"="MKGlow" "Queue"="Transparent" "LightMode"="ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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ZTest LEqual
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Fog { Mode Off }
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Cull Back
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Lighting Off
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _EMISSION
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D _EmissionMap;
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uniform fixed3 _EmissionColor;
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uniform fixed4 _Color;
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struct Input
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{
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float2 texcoord : TEXCOORD0;
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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 Output
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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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Output vert (Input i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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Output o;
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UNITY_INITIALIZE_OUTPUT(Output,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(i.vertex);
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o.uv = i.texcoord.xy;
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return o;
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}
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fixed4 frag (Output i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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#ifdef _EMISSION
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fixed4 glow = tex2D(_EmissionMap, i.uv.xy);
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glow.rgb *= _EmissionColor * glow.a;
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glow.a = tex2D(_MainTex, i.uv.xy).a * _Color.a;
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return glow;
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#else
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return fixed4(0,0,0, tex2D(_MainTex, i.uv.xy).a * _Color.a);
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#endif
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}
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType"="MKGlowLegacy" "Queue"="Transparent" "LightMode"="ForwardBase"}
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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ZTest LEqual
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Fog { Mode Off }
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Cull Back
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Lighting Off
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D _MKGlowTex;
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uniform float4 _MKGlowTex_ST;
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uniform fixed4 _MKGlowColor;
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uniform half _MKGlowPower;
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uniform half _MKGlowTexPower;
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uniform fixed4 _Color;
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struct Input
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{
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float2 texcoord : TEXCOORD0;
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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 Output
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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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Output vert (Input i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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Output o;
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UNITY_INITIALIZE_OUTPUT(Output,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(i.vertex);
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o.uv = i.texcoord.xy;
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return o;
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}
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fixed4 frag (Output i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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fixed4 glow = tex2D(_MKGlowTex, i.uv.xy);
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glow.rgb *= (_MKGlowColor * _MKGlowPower);
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glow.rgb *= glow.a;
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glow.a = tex2D(_MainTex, i.uv.xy).a * _Color.a;
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return glow;
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}
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ENDHLSL
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}
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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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"IgnoreProjector"="True"
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"RenderType"="MKGlowUI"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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"LightMode"="ForwardBase"
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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 Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#define _EMISSION_ONLY
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "../Inc/UI.hlsl"
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ENDHLSL
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}
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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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"IgnoreProjector"="True"
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"RenderType"="MKGlowSprite"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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"LightMode"="ForwardBase"
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}
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Cull Off
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Lighting Off
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ZWrite On
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Blend One OneMinusSrcAlpha
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Pass
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{
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HLSLPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment SpriteNoMainFrag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#define _EMISSION_ONLY
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#include "UnityCG.cginc"
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#include "../Inc/Sprite.hlsl"
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
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Pass
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{
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Fog { Mode Off }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct Input
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{
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float2 texcoord : TEXCOORD0;
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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 Output
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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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Output vert (Input i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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Output o;
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UNITY_INITIALIZE_OUTPUT(Output,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos (i.vertex);
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o.uv = i.texcoord;
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return o;
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}
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fixed4 frag (Output i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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return fixed4(0,0,0,1);
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}
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "LightMode"="ForwardBase" }
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Pass
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{
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Cull Off
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Fog { Mode Off }
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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struct Input
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{
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float2 texcoord : TEXCOORD0;
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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 Output
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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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Output vert (Input i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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Output o;
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UNITY_INITIALIZE_OUTPUT(Output,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos (i.vertex);
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o.uv = i.texcoord;
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return o;
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}
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fixed4 frag (Output i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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return fixed4(0,0,0, tex2D(_MainTex, i.uv).a * _Color.a);
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}
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType"="TransparentCutout" "LightMode"="ForwardBase" }
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Pass
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{
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile_instancing
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uniform half _Cutoff;
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#include "UnityCG.cginc"
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struct Input
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{
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float2 texcoord : TEXCOORD0;
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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 Output
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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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Output vert (Input i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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Output o;
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UNITY_INITIALIZE_OUTPUT(Output,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos (i.vertex);
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o.uv = i.texcoord;
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return o;
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}
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fixed4 frag (Output i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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clip(_Cutoff);
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return fixed4(0,0,0,1);
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}
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ENDHLSL
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}
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}
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}
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