143 lines
4.7 KiB
Plaintext
143 lines
4.7 KiB
Plaintext
![]() |
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Cheng/Texture_alpha"
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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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_MainTex("MainTex", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Transparent" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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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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#define ASE_NEEDS_FRAG_COLOR
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 ase_texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_color : COLOR;
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};
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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uniform half4 _Color;
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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o.ase_color = v.color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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float3 vertexValue = float3(0, 0, 0);
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vertexValue = vertexValue;
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v.vertex.xyz += vertexValue;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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half4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
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finalColor = ( ( tex2DNode1 * _Color * i.ase_color ) * ( tex2DNode1.a * _Color.a * i.ase_color.a ) );
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18100
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567;390;2117;1072;909.743;242.6053;1;True;False
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Node;AmplifyShaderEditor.SamplerNode;1;-406,-140;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;False;-1;None;6b9b6cfea7621434cb2adcb9ef78ff9c;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;6;-392,85;Inherit;False;Property;_Color;Color;0;0;Create;True;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;16;-386.743,292.3947;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;2;-31,-35;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-4,140;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;189,76;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;15;357.5251,80;Float;False;True;-1;2;ASEMaterialInspector;100;9;Cheng/Texture_alpha;a3a40e173651752418ed18c231bb298a;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;2;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;0;0;1;True;False;;0
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WireConnection;2;0;1;0
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WireConnection;2;1;6;0
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WireConnection;2;2;16;0
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WireConnection;4;0;1;4
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WireConnection;4;1;6;4
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WireConnection;4;2;16;4
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WireConnection;5;0;2;0
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WireConnection;5;1;4;0
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WireConnection;15;0;5;0
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ASEEND*/
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//CHKSM=07A273DC3B5F7A66E55AB5FB52375CFC9AD8B92C
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