2023-07-16 17:13:03 +02:00
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Shader "CrispyPin/SimOutput"
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2023-06-17 21:12:51 +02:00
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{
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2023-06-25 18:08:22 +02:00
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Properties
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{
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2023-07-16 17:13:03 +02:00
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_MainTex ("Texture", 2D) = "white" {}
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2023-06-25 18:08:22 +02:00
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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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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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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#include "UnityCG.cginc"
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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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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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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2023-07-16 17:13:03 +02:00
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2023-06-25 18:08:22 +02:00
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};
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2023-06-17 21:12:51 +02:00
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2023-07-16 17:13:03 +02:00
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sampler2D _MainTex;
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float4 _MainTex_ST;
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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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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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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o.vertex = UnityObjectToClipPos(v.vertex);
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2023-07-16 17:13:03 +02:00
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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2023-06-25 18:08:22 +02:00
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return o;
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}
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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fixed4 frag (v2f i) : SV_Target
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{
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2023-07-16 17:13:03 +02:00
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// don't interfere with simulation camera
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if(_ProjectionParams.z < 1) discard;
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2023-06-25 18:08:22 +02:00
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2023-07-16 17:13:03 +02:00
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fixed4 col = tex2D(_MainTex, i.uv);
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2023-06-25 18:08:22 +02:00
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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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2023-06-17 21:12:51 +02:00
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}
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