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47 lines
979 B
47 lines
979 B
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/HighLight"
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{
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Properties
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{
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_Color("Color",COLOR) = (1,1,1,1)
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_Alpha("Alpha",Range(0,1)) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque"
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"Queue"="Overlay+200"}
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LOD 100
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Pass
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{
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Cull Front Lighting Off ZWrite Off ZTest Always
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//Blend SrcAlpha OneMinusSrcAlpha
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Blend OneMinusDstColor One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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float4 vert (float4 vertex : POSITION) : SV_POSITION
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{
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return UnityObjectToClipPos(vertex);
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}
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// color from the material
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fixed4 _Color;
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fixed _Alpha;
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// pixel shader, no inputs needed
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fixed4 frag () : SV_Target
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{
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return _Color*_Alpha; // just return it
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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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