mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
91 lines
1.8 KiB
Text
91 lines
1.8 KiB
Text
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Shader "Sprites/NtrIdolStar"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,0)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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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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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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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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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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fixed4 _OutlineColor;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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float _AlphaSplitEnabled;
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fixed4 SampleSpriteTexture (v2f i)
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{
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fixed4 col;
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fixed4 tex = tex2D(_MainTex, i.texcoord);
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col.rgb = i.color.rgb * tex.rgb;
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col.a = i.color.a * tex.a;
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return col;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture (IN);
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float3 outlinedRGB = lerp(IN.color.rgb, _OutlineColor.rgb, 1 - c.r);
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c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a);
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c.rgb *= c.a;
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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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}
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