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69 行
1.2 KiB
69 行
1.2 KiB
Shader "Hidden/VFXToolbox/ImageSequencer/ImageSequencerCanvas"
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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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_RGBAMask("RGBAMask", Color) = (1.0,1.0,1.0,1.0)
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_MipMap("MipMap", float) = 0.0
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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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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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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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.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 _RGBAMask;
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float _MipMap;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2Dlod(_MainTex, float4(i.uv,0.0f,_MipMap));
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if(_RGBAMask.r + _RGBAMask.g + _RGBAMask.b == 0.0f)
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{
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// As we preview alpha, we need to linearize
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float a = GammaToLinearSpaceExact(col.a);
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col = float4(a,a,a,1.0f);
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}
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else
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{
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if(_RGBAMask.a == 0.0f)
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{
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col.a = 1.0f;
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}
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col.rgb *= _RGBAMask.rgb;
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}
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return col;
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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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