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103 行
2.6 KiB
103 行
2.6 KiB
Shader "Unlit/HumanStencil"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "black" {}
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_TextureRotation ("Texture Rotation (Degrees)", Float) = 0.0
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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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"Queue" = "Geometry"
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"RenderType" = "Opaque"
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"ForceNoShadowCasting" = "True"
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}
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Pass
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{
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Cull Off
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ZTest Always
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ZWrite Off
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Lighting Off
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LOD 100
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Tags
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{
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"LightMode" = "Always"
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}
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HLSLPROGRAM
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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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#define real half
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#define real3 half3
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#define real4 half4
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#define TransformObjectToHClip UnityObjectToClipPos
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#define DECLARE_TEXTURE2D_FLOAT(texture) UNITY_DECLARE_TEX2D_FLOAT(texture)
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#define DECLARE_SAMPLER_FLOAT(sampler)
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#define SAMPLE_TEXTURE2D(texture,sampler,texcoord) UNITY_SAMPLE_TEX2D(texture,texcoord)
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struct appdata
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{
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float3 position : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct fragment_output
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{
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real4 color : SV_Target;
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};
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real _TextureRotation;
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v2f vert (appdata v)
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{
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float angle = radians(_TextureRotation);
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float cosrot = cos(angle);
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float sinrot = sin(angle);
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float3x3 textureXformMatrix = float3x3(
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float3(cosrot, -sinrot, 0.5f),
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float3(sinrot, cosrot, 0.5f),
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float3(0.0f, 0.0f, 1.0f)
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);
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float3 tmp = float3(v.texcoord.x - 0.5f, 0.5f - v.texcoord.y, 1.0f);
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v2f o;
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o.position = TransformObjectToHClip(v.position);
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o.texcoord = mul(textureXformMatrix, tmp).xy;
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return o;
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}
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DECLARE_TEXTURE2D_FLOAT(_MainTex);
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DECLARE_SAMPLER_FLOAT(sampler_MainTex);
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fragment_output frag (v2f i)
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{
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float stencilValue = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
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fragment_output o;
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o.color = real4(stencilValue, stencilValue, stencilValue, 1.0h);
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return o;
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}
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ENDHLSL
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}
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}
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}
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