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257 行
5.6 KiB
257 行
5.6 KiB
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/*
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DX11 Depth Of Field
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pretty much just does bokeh texture splatting
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basic algorithm:
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* find bright spots
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* verify high frequency (otherwise dont care)
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* if possitive, replace with black pixel and add to append buffer
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* box blur buffer (thus smearing black pixels)
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* blend bokeh texture sprites via append buffer on top of box blurred buffer
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* composite with frame buffer
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*/
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Shader "Hidden/Dof/DX11Dof"
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{
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Properties
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{
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_MainTex ("", 2D) = "white" {}
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_BlurredColor ("", 2D) = "white" {}
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_FgCocMask ("", 2D) = "white" {}
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}
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CGINCLUDE
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#define BOKEH_ZERO_VEC (float4(0,0,0,0))
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#define BOKEH_ONE_VEC (float4(1,1,1,1))
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float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
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float4 _MainTex_TexelSize;
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float3 _Screen;
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float _SpawnHeuristic;
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sampler2D_float _CameraDepthTexture;
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sampler2D _BlurredColor;
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sampler2D _MainTex;
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sampler2D _FgCocMask;
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struct appendStruct {
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float3 pos;
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float4 color;
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};
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struct gs_out {
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float4 pos : SV_POSITION;
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float3 uv : TEXCOORD0;
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float4 color : TEXCOORD1;
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float4 misc : TEXCOORD2;
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};
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// TODO: activate border clamp tex sampler state instead?
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inline float4 clampBorderColor(float2 uv)
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{
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#if 1
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if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
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if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
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#endif
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return BOKEH_ONE_VEC;
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}
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struct vs_out {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : TEXCOORD1;
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float cocOverlap : TEXCOORD2;
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};
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StructuredBuffer<appendStruct> pointBuffer;
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vs_out vertApply (uint id : SV_VertexID)
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{
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vs_out o;
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float2 pos = pointBuffer[id].pos.xy ;
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o.pos = float4(pos * 2.0 - 1.0, 0, 1);
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o.color = pointBuffer[id].color;
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#if UNITY_UV_STARTS_AT_TOP
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o.pos.y *= -1;
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#endif
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o.cocOverlap = pointBuffer[id].pos.z;
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return o;
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}
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[maxvertexcount(4)]
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void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
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{
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// NEW ENERGY CONSERVATION:
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float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
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float4 offs = 0;
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offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
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float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
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float2 f2 = offs.xy / rs;
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float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y);
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offs.xy *= _Screen.xy;
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gs_out output;
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output.pos = input[0].pos + offs*float4(-1,1,0,0);
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output.misc = float4(f2,0,0);
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output.uv = float3(0, 1, input[0].cocOverlap);
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output.color = input[0].color * energyAdjustment;
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outStream.Append (output);
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output.pos = input[0].pos + offs*float4(1,1,0,0);
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output.misc = float4(f2,0,0);
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output.uv = float3(1, 1, input[0].cocOverlap);
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output.color = input[0].color * energyAdjustment;
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outStream.Append (output);
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output.pos = input[0].pos + offs*float4(-1,-1,0,0);
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output.misc = float4(f2,0,0);
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output.uv = float3(0, 0, input[0].cocOverlap);
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output.color = input[0].color * energyAdjustment;
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outStream.Append (output);
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output.pos = input[0].pos + offs*float4(1,-1,0,0);
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output.misc = float4(f2,0,0);
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output.uv = float3(1, 0, input[0].cocOverlap);
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output.color = input[0].color * energyAdjustment;
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outStream.Append (output);
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outStream.RestartStrip();
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}
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ENDCG
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SubShader
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{
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// pass 0: append buffer "collect"
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Pass
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{
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ZWrite Off ZTest Always Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 5.0
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv_flip : TEXCOORD0;
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float2 uv : TEXCOORD1;
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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.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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o.uv = v.texcoord;
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o.uv_flip = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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if(_MainTex_TexelSize.y<0)
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o.uv_flip.y = 1.0-o.uv_flip.y;
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if(_MainTex_TexelSize.y<0)
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o.pos.y *= -1.0;
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#endif
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return o;
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}
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AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
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float4 frag (v2f i) : SV_Target
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{
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float4 c = tex2D (_MainTex, i.uv_flip);
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float lumc = Luminance (c.rgb);
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float4 cblurred = tex2D (_BlurredColor, i.uv);
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float lumblurred = Luminance (cblurred.rgb);
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float fgCoc = tex2D(_FgCocMask, i.uv).a;
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[branch]
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if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
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{
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appendStruct append;
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append.pos = float3(i.uv, fgCoc);
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append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a);
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pointBufferOutput.Append (append);
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return float4(c.rgb * saturate(1-c.a*4), c.a);
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}
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return c;
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}
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ENDCG
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}
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// pass 1: bokeh splatting (low resolution)
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Pass {
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ZWrite Off ZTest Always Cull Off
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Blend One One, One One
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ColorMask RGBA
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vertApply
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#pragma geometry geom
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 frag (gs_out i) : SV_Target
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{
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float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
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return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
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}
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ENDCG
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}
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// pass 2: bokeh splatting (high resolution)
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Pass {
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ZWrite Off ZTest Always Cull Off
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BlendOp Add, Add
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Blend DstAlpha One, Zero One
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ColorMask RGBA
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vertApply
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#pragma geometry geom
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 frag (gs_out i) : SV_Target
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{
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float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
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return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
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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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}
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