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110 行
2.8 KiB
110 行
2.8 KiB
Shader "Unlit/FireFlyNew"
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{
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Properties
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{
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_MainTex ("Albedo (Emissive)", 2D) = "white" {}
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_Wings ("Wings", 2D) = "white" {}
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_EmissiveAmount ("_EmissiveAmount", Float) =2.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert alpha:fade
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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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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _EmissiveAmount;
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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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o.color.rgba = v.color.rgba;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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float4 emissive = i.color * col.a;
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clip(i.color.a - 0.5);
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col += emissive * pow(_EmissiveAmount, 2.2);
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return col;
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}
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ENDCG
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}
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Pass
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{
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _Wings;
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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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o.color.rgba = v.color.rgba;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 wings = tex2D(_Wings, i.uv.zw);
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wings.a = lerp( wings.a, 0, i.color.a);
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return wings;
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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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