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84 行
1.6 KiB
84 行
1.6 KiB
Shader "Hidden/Polybrush/z_VertexBillboard"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Scale("Scale", Range(1,5)) = 2.0
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}
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SubShader
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{
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Tags { "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True" }
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Lighting Off
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ZTest LEqual
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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AlphaTest Greater .25
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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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sampler2D _MainTex;
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float _Scale;
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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v2f vert (appdata v)
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{
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v2f o;
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// o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.pos = mul(UNITY_MATRIX_MV, v.vertex);
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o.pos.xyz *= .99;
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o.pos = mul(UNITY_MATRIX_P, o.pos);
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// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
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float4 clip = o.pos;
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clip.xy /= clip.w;
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clip.xy = clip.xy * .5 + .5;
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clip.xy *= _ScreenParams.xy;
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clip.xy += v.texcoord1.xy * _Scale;
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clip.z -= (.0001 + v.normal.x) * (1 - UNITY_MATRIX_P[3][3]);
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clip.xy /= _ScreenParams.xy;
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clip.xy = (clip.xy - .5) / .5;
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clip.xy *= clip.w;
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o.pos = clip;
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o.uv = v.texcoord.xy;
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o.color = v.color;
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return tex2D(_MainTex, i.uv) * i.color;
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}
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ENDCG
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}
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}
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}
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