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62 行
1005 B
62 行
1005 B
Shader "Hidden/DistordTest_Multiply"
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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 { "RenderType"="Opaque" }
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LOD 100
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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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// make fog work
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#pragma multi_compile_fog
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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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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float4 col = float4(0,0,0,1);
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fixed2 uv = i.uv * 2 - 1;
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col.rg = sin(saturate( length(uv) ) * UNITY_PI * 4);
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uv = i.uv * 2;
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uv = frac(uv);
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col.b = (uv.x > 0.5) && (uv.y > 0.5) || (uv.x < 0.5) && (uv.y < 0.5);
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return col;
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}
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ENDCG
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}
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}
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}
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