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36 行
496 B
36 行
496 B
SubShader
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{
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${Tags}
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${Blending}
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${Culling}
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${ZTest}
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${ZWrite}
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LOD ${LOD}
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf ${LightingFunctionName} ${VertexShaderDecl}
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#pragma glsl
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#pragma debug
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${ShaderFunctions}
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${ShaderPropertyUsages}
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struct Input
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{
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${ShaderInputs}
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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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${VertexShaderBody}
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}
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void surf (Input IN, inout ${SurfaceOutputStructureName} o)
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{
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${PixelShaderBody}
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}
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ENDCG
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}
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