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55 lines
871 B
55 lines
871 B
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/KriptoFX/PostEffects/ME_BloomAdditive" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "black" {}
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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 One
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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half4 frag( v2f i ) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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col.a = 1;
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return col;
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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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