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68 行
1009 B
68 行
1009 B
Shader "Add"
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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_F01F05F2_Uniform = float4 (0.1172414, 1, 0, 0);
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float4 Color_Color_3FAAF5EA_Uniform = float4 (0.01912789, -0.005136251, 0.6985294, 0);
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float4 Add_1ABB2997_result;
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Unity_Add_float(Color_Color_F01F05F2_Uniform, Color_Color_3FAAF5EA_Uniform, Add_1ABB2997_result);
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o.Emission = Add_1ABB2997_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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