78 lines
1.2 KiB
Plaintext
78 lines
1.2 KiB
Plaintext
Shader "RapidIcon/ImgShader"
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{
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Properties
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{
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_MainTex("Tex", 2D) = "white" {}
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_UseDepthTexture("UseDepthTexture", int) = 0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "PreviewType" = "Plane" }
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//LOD 100
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ZWrite Off
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Blend One OneMinusSrcAlpha
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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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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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sampler2D _MainTex;
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sampler2D _LastCameraDepthTexture;
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int _UseDepthTexture;
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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 = v.uv;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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if (col.a > 0 && col.a < 1)
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{
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col.r /= col.a;
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col.g /= col.a;
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col.b /= col.a;
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}
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float depth = tex2D(_LastCameraDepthTexture, i.uv).r;
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depth = Linear01Depth(depth);
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depth = 1-depth;
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if(depth > 0.01)
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depth = 1;
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if(_UseDepthTexture == 1)
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{
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col.a*=depth;
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}
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return col;
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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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