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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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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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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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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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float4 _SilhouetteColor;
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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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return _SilhouetteColor.rgba;
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}
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ENDCG
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}
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}
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} |