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68 行
1007 B
68 行
1007 B
Shader "Split"
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{
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Properties
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{
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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"Queue"="Geometry"
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}
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Blend One Zero
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Cull Back
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ZTest LEqual
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ZWrite On
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LOD 200
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard vertex:vert
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#pragma glsl
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#pragma debug
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struct Input
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{
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float4 color : COLOR;
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};
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void vert (inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input,o);
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}
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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float3 Vector3_Vector3_3E03E6E5_Uniform = float3 (0.25, 0.5, 0.75);
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float Split_CDE20F4C_R = Vector3_Vector3_3E03E6E5_Uniform[0];
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float Split_CDE20F4C_G = Vector3_Vector3_3E03E6E5_Uniform[1];
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float Split_CDE20F4C_B = Vector3_Vector3_3E03E6E5_Uniform[2];
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float Split_CDE20F4C_A = 1.0;
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o.Albedo = Split_CDE20F4C_A;
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o.Emission = Split_CDE20F4C_R;
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o.Metallic = Split_CDE20F4C_B;
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o.Smoothness = Split_CDE20F4C_G;
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}
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ENDCG
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}
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FallBack "Diffuse"
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CustomEditor "LegacyIlluminShaderGUI"
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}
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