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76 行
1.6 KiB
76 行
1.6 KiB
Shader "AddSubGraph"
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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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void Unity_Add_float(float4 first, float4 second, out float4 result)
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{
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result = first + second;
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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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};
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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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float4 Color_Color_FD942667_Uniform = float4 (1, 0, 0, 0);
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float4 Color_Color_C568FE2A_Uniform = float4 (0.1586208, 1, 0, 0);
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// Subgraph for node SubGraph_F6FDDDC0
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float4 SubGraph_F6FDDDC0_Output1 = 0;
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{
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float4 SubGraphInputs_23A80546_Input1 = Color_Color_FD942667_Uniform;
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float4 SubGraphInputs_23A80546_Input2 = Color_Color_C568FE2A_Uniform;
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float4 Add_B9CA3569_result;
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Unity_Add_float(SubGraphInputs_23A80546_Input1, SubGraphInputs_23A80546_Input2, Add_B9CA3569_result);
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SubGraph_F6FDDDC0_Output1 = Add_B9CA3569_result;
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}
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// Subgraph ends
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o.Emission = SubGraph_F6FDDDC0_Output1;
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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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