deltavr multiplayer 2.0
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/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms. Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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Shader "Custom/ColumnGlow"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_Thickness("Thickness", Range(0, 1)) = 0.5
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_FadeStart("Fade Start", Range(0, 1)) = 0.5
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_FadeEnd("Fade End", Range(-1, 1)) = 0.5
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_Intensity("Intensity", Range(0, 1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite On
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LOD 0
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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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// make fog work
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 normal : NORMAL;
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float3 origPosition : POSITION1;
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float3 eyeDir : DIRECTION;
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};
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fixed4 _TintColor;
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float _Thickness;
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float _FadeStart;
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float _FadeEnd;
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float _Intensity;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.normal = normalize(mul(UNITY_MATRIX_IT_MV,v.normal).xyz);
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o.origPosition = v.vertex;
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o.eyeDir = -normalize(mul(UNITY_MATRIX_MV, v.vertex).xyz);
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float d = dot(i.normal,i.eyeDir);
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float p = smoothstep (0,_Thickness,dot(i.normal,i.eyeDir)) * smoothstep(_FadeStart,_FadeEnd,i.origPosition.y);
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return float4((p * _TintColor * _Intensity).xyz,p) ;
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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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fileFormatVersion: 2
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timeCreated: 1446211200
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licenseType: Store
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