136 lines
4.8 KiB
Plaintext
136 lines
4.8 KiB
Plaintext
Shader "Ciconia Studio/Effects/Highlight/Skinned Mesh (No Script)/Outline Transparent" {
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Properties {
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[Space(25)]_OutlineColor ("Outline Color", Color) = (1,1,1,1)
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_Outline ("Outline", Range(0, 0.1)) = 0.01
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}
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SubShader {
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Tags {
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"Queue"="Transparent+1"
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"RenderType"="Opaque"
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}
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GrabPass{ }
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Pass {
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Name "Outline"
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Tags {
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}
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Cull Front
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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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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform float4 _OutlineColor;
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uniform float _Outline;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_FOG_COORDS(0)
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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.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*_Outline,1) );
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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return fixed4(_OutlineColor.rgb,0);
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}
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ENDCG
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}
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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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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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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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struct VertexInput {
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float4 vertex : POSITION;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 projPos : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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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.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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float2 sceneUVs = (i.projPos.xy / i.projPos.w);
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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////// Lighting:
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float3 finalColor = tex2D( _GrabTexture, sceneUVs.rg).rgb;
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fixed4 finalRGBA = fixed4(finalColor,1);
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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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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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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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#include "Lighting.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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struct VertexInput {
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float4 vertex : POSITION;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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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.pos = UnityObjectToClipPos( v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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