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88 行
2.5 KiB
88 行
2.5 KiB
Shader "ScriptableRenderPipeline/LightweightPipeline/Unlit"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_MainColor("MainColor", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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// BlendMode
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[HideInInspector] _Mode("Mode", Float) = 0.0
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[HideInInspector] _SrcBlend("Src", Float) = 1.0
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[HideInInspector] _DstBlend("Dst", Float) = 0.0
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[HideInInspector] _ZWrite("ZWrite", Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipe" "Lightmode" = "LightweightForward" }
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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ZWrite [_ZWrite]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile_fog
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half4 _MainColor;
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half _Cutoff;
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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UNITY_TRANSFER_FOG(o,o.vertex);
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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 texColor = tex2D(_MainTex, i.uv);
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fixed alpha = texColor.a * _MainColor.a;
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fixed3 color = texColor.rgb * _MainColor.rgb;
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#ifdef _ALPHATEST_ON
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clip(alpha - _Cutoff);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, color);
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#ifdef _ALPHABLEND_ON
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return fixed4(color, alpha);
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#else
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return fixed4(color, 1.0);
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#endif
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}
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ENDCG
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}
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}
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CustomEditor "LightweightUnlitGUI"
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}
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