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61 行
1.1 KiB
61 行
1.1 KiB
Shader "Unlit/NewUnlitShader"
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{
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Properties
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{
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_MainTex ("Texture", 2DArray) = "white" {}
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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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Pass
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{
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HLSLPROGRAM
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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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#pragma require 2darray
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#include "LWRP/ShaderLibrary/Core.hlsl"
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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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float3 uv : TEXCOORD0;
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//UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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TEXTURE2D_ARRAY(_MainTex);
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SAMPLER(sampler_MainTex);
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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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o.vertex = TransformObjectToHClip(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv.z = 0;
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//UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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// sample the texture
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half4 col = SAMPLE_TEXTURE2D_ARRAY(_MainTex, sampler_MainTex, i.uv.xy, 0);
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// apply fog
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//UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDHLSL
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}
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}
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}
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