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74 lines
1.5 KiB
74 lines
1.5 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// 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 '_Object2World' with 'unity_ObjectToWorld'
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Shader "Unlit/TestVertexShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Param1 ("y2",Float) = 1.0
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_Param2 ("weight",Float) = 1.0
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_Param3 ("Param3",Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Cull Off
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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
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 srcPos : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Param1;
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float _Param2;
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float _Param3;
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v2f vert(appdata v){
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.srcPos = ComputeScreenPos(o.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_target{
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float2 wcoord = (i.srcPos.xy/i.srcPos.w);
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//float a = lerp(wcoord.x,_Param1,_Param2);
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float r = smoothstep(_Param1,_Param2,wcoord.x);
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//float g = smoothstep(0.5,0.8,wcoord.y);
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return fixed4(r,0.0,0.0,1.0);
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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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