111 lines
2.4 KiB
Plaintext
111 lines
2.4 KiB
Plaintext
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Shader "PXR/G3"
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{
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Properties
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{
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[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
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_Tint("Tint",Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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"Queue"="Geometry"
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"IgnoreProjector"="True"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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ZWrite On
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ZTest On
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Pass
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{
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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 vertex : SV_POSITION;
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _Tint;
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v2f vert(appdata 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.uv, _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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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
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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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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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"Queue"="Geometry"
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"IgnoreProjector"="True"
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}
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LOD 100
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Pass
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{
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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 vertex : SV_POSITION;
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _Tint;
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v2f vert(appdata 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.uv, _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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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
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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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