58 lines
1.5 KiB
Plaintext
58 lines
1.5 KiB
Plaintext
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hero/Unlit_TilingOffset"{
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Properties{
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_Color("Color",Color) = (1,1,1,1)
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_MainTex("Main Tex",2D) = "white"{}
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//_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader{
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Pass{
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Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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//Cull[_Cull] Lighting Off ZWrite Off
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CGPROGRAM
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#include "Lighting.cginc"
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#pragma vertex vert
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#pragma fragment frag
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST; //名字固定_MainTex+_ST
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//fixed _Cutoff;
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struct a2v {
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float4 vertex:POSITION;
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float3 normal:NORMAL;
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float4 textcoord:TEXCOORD0;
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};
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struct v2f {
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float4 svPos:SV_POSITION;
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float3 worldNormal:TEXCOORD0;
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float4 worldVertex:TEXCOORD1;
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float2 uv:TEXCOORD2;
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};
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v2f vert(a2v v) {
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v2f f;
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f.svPos = UnityObjectToClipPos(v.vertex);
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f.worldNormal = UnityObjectToWorldNormal(v.normal);
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f.worldVertex = mul(v.vertex, unity_WorldToObject);
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f.uv = v.textcoord.xy *_MainTex_ST.xy + _MainTex_ST.zw; //zw为偏移,+-设置旋转方向,xy为缩放
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return f;
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}
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fixed4 frag(v2f f) :SV_Target {
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fixed4 texColor = tex2D(_MainTex,f.uv.xy);
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fixed3 diffuse = texColor.rgb * _Color.rgb;
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return fixed4(diffuse, texColor.a);
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}
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ENDCG
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}
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}
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//FallBack "Specular"
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}
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