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62 lines
1.3 KiB
62 lines
1.3 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 8/Blend Operations 0" {
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Properties {
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_AlphaScale ("Alpha Scale", Range(0, 1)) = 1
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass {
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Tags { "LightMode"="ForwardBase" }
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha, One Zero
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Lighting.cginc"
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _AlphaScale;
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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 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = 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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fixed4 frag(v2f i) : SV_Target {
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fixed4 texColor = tex2D(_MainTex, i.uv);
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return fixed4(texColor.rgb * _Color.rgb, texColor.a * _AlphaScale);
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}
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ENDCG
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}
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}
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FallBack "Transparent/VertexLit"
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}
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