89 lines
1.6 KiB
Text
89 lines
1.6 KiB
Text
Shader "Unlit/tes"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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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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ZWrite On
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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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// make fog work
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#pragma multi_compile_fog
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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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float2 uv : TEXCOORD0;
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// UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 vert_obspace : TEXCOORD2;
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};
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struct fragOut
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{
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fixed4 col : SV_Target;
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float depth : SV_Depth;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vert_obspace = v.vertex;
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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// UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fragOut frag (v2f i)
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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// UNITY_APPLY_FOG(i.fogCoord, col);
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fragOut o;
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// o.col = _Color*0.5;
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o.col.a=1;
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// o.depth = 1;
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float3 rd = normalize(i.vert_obspace - i.ro);
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float d = 0;//-0.1;
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace));
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// o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ;
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// o.col.r = o.depth;
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// o.col.gb = i.ro;
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return o;
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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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