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Shader "Hidden/PreviewShader/Sin_5540BA00_result" { |
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Properties { |
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} |
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SubShader { |
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// inside SubShader |
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Tags |
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{ |
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"Queue"="Geometry" |
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"RenderType"="Opaque" |
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"IgnoreProjector"="True" |
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} |
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// inside Pass |
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ZWrite On |
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Blend One Zero |
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Pass { |
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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 v2f |
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{ |
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float4 pos : SV_POSITION; |
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float4 color : COLOR; |
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}; |
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void Unity_Sin_float(float argument, out float result) |
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{ |
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result = sin(argument); |
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} |
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v2f vert (appdata_full v) |
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{ |
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v2f o = (v2f)0; |
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o.pos = UnityObjectToClipPos(v.vertex);; |
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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float3 viewDir = UnityWorldSpaceViewDir(worldPos); |
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float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex)); |
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float3 worldNormal = UnityObjectToWorldNormal(v.normal); |
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return o; |
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} |
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half4 frag (v2f IN) : COLOR |
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{ |
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float Sin_5540BA00_result; |
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Unity_Sin_float(_Time.y, Sin_5540BA00_result); |
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return half4(Sin_5540BA00_result, Sin_5540BA00_result, Sin_5540BA00_result, 1.0); |
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} |
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ENDCG |
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} |
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} |
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Fallback Off |
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} |