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80 行
1.7 KiB
80 行
1.7 KiB
Shader "SplitCombine"
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{
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Properties
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{
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[NonModifiableTextureData] Texture2D_Texture2D_FCC444C7_Uniform("Texture2D", 2D) = "white" {}
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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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UNITY_DECLARE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform);
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void Unity_Combine_float(float first, float second, float third, float fourth, out float4 result)
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{
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result = float4(first, second, third, fourth);
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}
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struct Input
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{
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float4 color : COLOR;
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half4 meshUV0;
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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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o.meshUV0 = v.texcoord;
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}
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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half4 uv0 = IN.meshUV0;
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float4 Sample2DTexture_E81B6D9_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform,uv0.xy);
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float Sample2DTexture_E81B6D9_R = Sample2DTexture_E81B6D9_RGBA.r;
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float Sample2DTexture_E81B6D9_G = Sample2DTexture_E81B6D9_RGBA.g;
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float Sample2DTexture_E81B6D9_B = Sample2DTexture_E81B6D9_RGBA.b;
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float Sample2DTexture_E81B6D9_A = Sample2DTexture_E81B6D9_RGBA.a;
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float Split_89C93FBB_R = Sample2DTexture_E81B6D9_RGBA[0];
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float Split_89C93FBB_G = Sample2DTexture_E81B6D9_RGBA[1];
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float Split_89C93FBB_B = Sample2DTexture_E81B6D9_RGBA[2];
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float Split_89C93FBB_A = Sample2DTexture_E81B6D9_RGBA[3];
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float4 Combine_4EFD61AA_result;
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Unity_Combine_float(Split_89C93FBB_R, Split_89C93FBB_G, Split_89C93FBB_B, Split_89C93FBB_A, Combine_4EFD61AA_result);
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o.Albedo = Combine_4EFD61AA_result;
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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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