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70 行
1.2 KiB
70 行
1.2 KiB
Shader "TextureSample"
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{
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Properties
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{
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[NonModifiableTextureData] Texture2D_Texture2D_ED131035_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_ED131035_Uniform);
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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_1EF145E2_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_ED131035_Uniform,uv0.xy);
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float Sample2DTexture_1EF145E2_R = Sample2DTexture_1EF145E2_RGBA.r;
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float Sample2DTexture_1EF145E2_G = Sample2DTexture_1EF145E2_RGBA.g;
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float Sample2DTexture_1EF145E2_B = Sample2DTexture_1EF145E2_RGBA.b;
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float Sample2DTexture_1EF145E2_A = Sample2DTexture_1EF145E2_RGBA.a;
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o.Emission = Sample2DTexture_1EF145E2_RGBA;
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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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