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68 行
1.0 KiB
68 行
1.0 KiB
Shader "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
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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_Multiply_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_E181B4C8_Uniform = float4 (1.022059, 1.022059, 1.022059, 0);
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float4 Color_Color_8AFF9DED_Uniform = float4 (1.007353, -0.01481403, -0.01481403, 0);
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float4 Multiply_91E1EE9F_result;
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Unity_Multiply_float(Color_Color_E181B4C8_Uniform, Color_Color_8AFF9DED_Uniform, Multiply_91E1EE9F_result);
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o.Emission = Multiply_91E1EE9F_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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