60 lines
1.6 KiB
Plaintext
60 lines
1.6 KiB
Plaintext
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Shader "UsayaLib/3D/Unlit/TextureAdditive" {
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Properties {
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_Color ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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LOD 100
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Pass {
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Blend SrcAlpha One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata v){
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color * _Color * 2.0;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 color = tex2D(_MainTex, i.uv) * i.color;
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UNITY_APPLY_FOG_COLOR(i.fogCoord, color, (fixed4)0);
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return 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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