85 lines
3.2 KiB
Plaintext
85 lines
3.2 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TripleBrick/DecalBlend" {
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Properties {
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_MainTex ("MainTex", 2D) = "white" {}
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_Strength ("Strength", Range(0, 2)) = 0.7
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_DarkBrightBalance ("Dark Bright Balance", Range(0.3, 2)) = 0.3
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float _Strength;
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uniform float _DarkBrightBalance;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.screenPos = o.pos;
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5;
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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////// Lighting:
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////// Emissive:
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float4 node_8077 = sceneColor;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 node_925 = (_MainTex_var.rgb*1.0);
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float node_7948 = 2.0;
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float3 emissive = clamp((_DarkBrightBalance*lerp((1.0 - (((1.0 - node_8077.rgb)*(1.0 - node_925))*node_7948)),((node_925*node_8077.rgb)*node_7948),round(node_925))),0,1);
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float3 finalColor = emissive;
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fixed4 finalRGBA = fixed4(finalColor,pow((_MainTex_var.a*_Strength),(3.0-_Strength)));
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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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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