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66 lines
1.6 KiB
Plaintext
66 lines
1.6 KiB
Plaintext
Shader "Custom/CastShadow"
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{
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Properties
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{
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_MainTex ("MainTexture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Alpha ("Alpha", Range(0,1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="Opaque"}
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ZWrite Off
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Cull Off
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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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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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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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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float _Alpha;
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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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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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fixed3 rgb = (_Color.rgb*(_Alpha*2));
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fixed4 col = float4(rgb,_Alpha);
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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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FallBack "Diffuse"
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}
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