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67 行
1.4 KiB
67 行
1.4 KiB
Shader "Hidden/PreviewShader/Sample2DTexture_1221CD9A_rgba" {
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Properties {
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[NonModifiableTextureData] Texture2D_Texture2D_D281CEC8_Uniform("Texture2D", 2D) = "white" {}
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}
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SubShader {
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// inside SubShader
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Tags
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{
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"Queue"="Geometry"
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"RenderType"="Opaque"
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"IgnoreProjector"="True"
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}
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// inside Pass
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ZWrite On
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Blend One Zero
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform);
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float2 Sample2DTexture_1221CD9A_UV;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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half4 meshUV0 : TEXCOORD5;
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};
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v2f vert (appdata_full v)
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{
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v2f o = (v2f)0;
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o.pos = UnityObjectToClipPos(v.vertex);;
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 viewDir = UnityWorldSpaceViewDir(worldPos);
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float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.meshUV0 = v.texcoord;
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return o;
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}
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half4 frag (v2f IN) : COLOR
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{
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half4 uv0 = IN.meshUV0;
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float4 Sample2DTexture_1221CD9A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform,uv0.xy);
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return half4(Sample2DTexture_1221CD9A_rgba.x, Sample2DTexture_1221CD9A_rgba.y, Sample2DTexture_1221CD9A_rgba.z, 1.0);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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