cvr-props/Assets/automata/sim_output.shader

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Shader "CrispyPin/SimOutput"
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{
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Properties
{
_MainTex ("Texture", 2D) = "white" {}
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}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
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struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
float4 _MainTex_ST;
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v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
}
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fixed4 frag (v2f i) : SV_Target
{
// don't interfere with simulation camera
if(_ProjectionParams.z < 1) discard;
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
}
ENDCG
}
}
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}