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			81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
| Shader "Custom/FrontObject" 
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| {
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|     Properties {
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|         _MainTex ("Texture", 2D) = "white" {}
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|         _Color ("Color", Color) = (1,1,1,1)
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|         _SilhouetteColor ("silhouette Color", Color) = (0,1,0,1)
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|     }
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| 
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|     SubShader {
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|         Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" }
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|         Lighting On 
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|         ZWrite Off 
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|         Fog { Mode Off }
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|         Blend SrcAlpha OneMinusSrcAlpha
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|         Cull Off
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| 
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|         Pass 
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|         {
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|             Stencil 
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|             {
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|                 Ref 1
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|                 Comp NotEqual
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|             }
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|             ColorMaterial AmbientAndDiffuse
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|             SetTexture [_MainTex] 
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|             {
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|                 constantColor [_Color]
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|                 combine texture * constant
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|             }
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|         }
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|         Pass {
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|             Stencil {
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|                 Ref 1
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|                 Comp Equal
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|             }
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|             Blend SrcAlpha OneMinusSrcAlpha
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| 
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|             CGPROGRAM
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| 
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|             #pragma vertex vert
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|             #pragma fragment frag
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|             
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|             #include "UnityCG.cginc"
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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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|             };
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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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|                 float4 vertex : SV_POSITION;
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|             };
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| 
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|             sampler2D _MainTex;
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|             float4 _MainTex_ST;
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|             float4 _SilhouetteColor;
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|             
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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.uv = TRANSFORM_TEX(v.uv, _MainTex);
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|                 return o;
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|             }
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|             
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|             fixed4 frag (v2f i) : SV_Target
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|             {
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|                 fixed4 basic = tex2D(_MainTex, i.uv);
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|                 if(basic.a==0){
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|                     discard;
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|                 }
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|                 return _SilhouetteColor.rgba;
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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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| } |