113 lines
2.7 KiB
Plaintext
113 lines
2.7 KiB
Plaintext
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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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 "RO_X/FX_1/AlphaBlend" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
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_UOffsetSpeed ("UOffsetSpeed", Float) = 0
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_VOffsetSpeed ("YOffsetSpeed", Float) = 0
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_UVRotateSpeed ("UVRotateSpeed", Float) = 0
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_Intensity("Intensity", Float) = 1
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_RootPos("RootPos",Vector) = (0,0,0,1)
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[MaterialToggle] _isMirror("isMirror", Float) = 0
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_Normal("Normal",Vector) = (0,0,0,1)
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_ST;
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fixed4 _TintColor;
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float _UOffsetSpeed;
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float _VOffsetSpeed;
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float _UVRotateSpeed;
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float _Intensity;
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float4 _RootPos;
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float4 _Normal;
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float _isMirror;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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v2f vert(appdata_full v) {
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v2f o;
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if (_isMirror > 0)
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{
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float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
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float f = dot(_Normal.xyz, (_RootPos - worldPos).xyz);
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if (f < 0)
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{
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_Normal = -_Normal;
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}
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_Normal.xyz = _Normal.xyz * dot(_Normal.xyz, (_RootPos - worldPos).xyz);
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worldPos.xyz = worldPos.xyz + 2 * _Normal.xyz;
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v.vertex = mul(unity_WorldToObject, worldPos);
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}
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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float2 finaluv = o.uv.xy - float2(0.5, 0.5);
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float rotation = 3.14159 * 2 * _Time.z * _UVRotateSpeed;
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finaluv = float2(finaluv.x * cos(rotation) - finaluv.y * sin(rotation), finaluv.x * sin(rotation) + finaluv.y * cos(rotation) );
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finaluv += float2(0.5, 0.5);
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finaluv.x += _Time.z * _UOffsetSpeed;
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finaluv.y += _Time.z * _VOffsetSpeed;
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o.uv.xy = finaluv;
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o.color = v.color;
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return o;
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}
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fixed4 frag( v2f i ) : COLOR {
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fixed4 ocolor = tex2D (_MainTex, i.uv.xy );
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ocolor = ocolor * _TintColor;
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ocolor *= i.color;
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ocolor *= _Intensity;
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return ocolor;
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}
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ENDCG
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SubShader {
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Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
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Cull[_CullMode]
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack Off
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}
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