84 lines
2.5 KiB
Text
84 lines
2.5 KiB
Text
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Shader "FX/MirrorReflectionCutout"
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{
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Properties
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{
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_MainTex ("_MainTex", 2D) = "white" {}
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_ReflectionTexLeft ("_ReflectionTexLeft", 2D) = "white" {}
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_ReflectionTexRight ("_ReflectionTexRight", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
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LOD 100
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Pass {
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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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#include "UnityInstancing.cginc"
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 refl : TEXCOORD1;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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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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float4 _MainTex_ST;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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o.refl = ComputeNonStereoScreenPos(o.pos);
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return o;
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}
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sampler2D _MainTex;
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sampler2D _ReflectionTexLeft;
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sampler2D _ReflectionTexRight;
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float _Cutoff;
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 tex = tex2D(_MainTex, i.uv);
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fixed4 refl;
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float4 projCoord = UNITY_PROJ_COORD(i.refl);
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float2 proj2 = float2(1 - projCoord.x / projCoord.w, projCoord.y / projCoord.w);
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if (unity_StereoEyeIndex == 0) refl = tex2D(_ReflectionTexLeft, proj2);
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else refl = tex2D(_ReflectionTexRight, proj2);
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fixed4 output = tex*refl;
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float smoothedStep = smoothstep(_Cutoff, _Cutoff + 0.1, output.a);
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clip(smoothedStep - 0.01);
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output.a *= smoothedStep;
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return output;
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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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