137 lines
4.1 KiB
Plaintext
137 lines
4.1 KiB
Plaintext
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Shader "RO/RO_Effect_Bing_01"
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{
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Properties
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{
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_Color0("Color 0", Color) = (1,1,1,0)
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_Color1("Color 1", Color) = (0,0,0,0)
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_Float2("Float 2", Range( 0 , 1)) = 0.9
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_Vector0("Vector 0", Vector) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" }
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Cull Back
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float4 vertexColor : COLOR;
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float3 worldPos;
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float3 worldNormal;
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float2 uv_texcoord;
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};
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uniform float4 _Color0;
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uniform float4 _Color1;
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uniform float4 _Vector0;
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uniform float _Float2;
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNdotV16 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode16 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV16, _Vector0.x ) );
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float temp_output_76_0 = ( max( ( fresnelNode16 * _Vector0.y ) , saturate( ( ( 1.0 - ( i.uv_texcoord.x + 0.0 ) ) * _Vector0.z ) ) ) + 0.0 );
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float4 lerpResult20 = lerp( _Color0 , _Color1 , temp_output_76_0);
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o.Emission = ( i.vertexColor * saturate( lerpResult20 ) ).rgb;
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o.Alpha = ( i.vertexColor.a * (_Float2 + (saturate( temp_output_76_0 ) - 0.0) * (1.0 - _Float2) / (1.0 - 0.0)) );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Unlit keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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half4 color : COLOR0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.worldNormal = worldNormal;
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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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 IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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surfIN.vertexColor = IN.color;
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SurfaceOutput o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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//FallBack "Diffuse"
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}
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