mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
79 lines
1.6 KiB
Text
79 lines
1.6 KiB
Text
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Highlighted/Transparent"
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{
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Properties
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{
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[HideInInspector] _MainTex ("", 2D) = "" {}
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[HideInInspector] _Cutoff ("", Float) = 0.5
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[HideInInspector] _ZTest ("", Float) = 8 // UnityEngine.Rendering.CompareFunction. 4 = LessEqual, 8 = Always
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[HideInInspector] _StencilRef ("", Float) = 1
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[HideInInspector] _Cull ("", Float) = 2 // UnityEngine.Rendering.CullMode.Back
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}
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SubShader
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{
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Pass
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{
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Lighting Off
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Fog { Mode Off }
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ZWrite [_HighlightingZWrite]
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ZTest [_ZTest]
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Offset [_HighlightingOffsetFactor], [_HighlightingOffsetUnits]
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Cull [_Cull]
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Stencil
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{
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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ZFail Keep
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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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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform fixed4 _Outline;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform fixed _Cutoff;
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struct appdata_vert_tex
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 pos : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed alpha : TEXCOORD1;
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};
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v2f vert(appdata_vert_tex v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.alpha = v.color.a;
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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fixed a = tex2D(_MainTex, i.texcoord).a;
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clip(a - _Cutoff);
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fixed4 c = _Outline;
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c.a *= i.alpha;
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return c;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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