Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "RotateShader"
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{
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SubShader
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{
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Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Lighting Off
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//ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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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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float4 _Color;
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float _Scale;
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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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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float3 normal : NORMAL;
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};
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v2f vert (appdata v)
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{
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v2f o = (v2f)0;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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/*float3 pos = v.vertex.xyz + float3(0.01,0.01,0.0);
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pos.y = 0;
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o.normal = mul((float3x3)UNITY_MATRIX_MV, normalize(pos));*/
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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/*float angle = dot(i.normal,float3(0,0,1));
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if (angle < 0)
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{
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i.color = i.color.r * 0.299 + i.color.g * 0.587 + i.color.b * 0.114;
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}*/
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return i.color;
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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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