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54 行
698 B
54 行
698 B
Shader "${ShaderName}" {
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Properties {
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${ShaderPropertiesHeader}
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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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${ShaderPropertyUsages}
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struct v2f
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{
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float4 pos : SV_POSITION;
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${ShaderInputs}
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};
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${ShaderFunctions}
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v2f vert (appdata_full v)
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{
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v2f o = (v2f)0;
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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${VertexShaderBody}
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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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${PixelShaderBody}
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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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