70 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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| 
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| // Unlit alpha-blended shader.
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| // - no lighting
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| // - no lightmap support
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| // - no per-material color
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| // Only change from the original: added MipMap bias support
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| 
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| Shader "Unlit/Transparent MMBias" {
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| Properties {
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|     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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|     _MainTexMMBias("Base MipMap Bias", Float) = 0.0
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| }
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| 
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| SubShader {
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|     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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|     LOD 100
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| 
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|     ZWrite Off
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|     Blend SrcAlpha OneMinusSrcAlpha
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| 
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|     Pass {
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|         CGPROGRAM
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|             #pragma vertex vert
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|             #pragma fragment frag
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|             #pragma target 2.0
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|             #pragma multi_compile_fog
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| 
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|             #include "UnityCG.cginc"
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| 
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|             struct appdata_t {
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|                 float4 vertex : POSITION;
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|                 float2 texcoord : TEXCOORD0;
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|             };
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| 
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|             struct v2f {
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|                 float4 vertex : SV_POSITION;
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|                 float2 texcoord : TEXCOORD0;
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|                 UNITY_FOG_COORDS(1)
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|                 UNITY_VERTEX_OUTPUT_STEREO
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|             };
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| 
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|             sampler2D _MainTex;
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|             float4 _MainTex_ST;
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|             half _MainTexMMBias;
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| 
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|             v2f vert (appdata_t v)
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|             {
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|                 v2f o;
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|                 UNITY_SETUP_INSTANCE_ID(v);
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|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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|                 UNITY_TRANSFER_FOG(o,o.vertex);
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|                 return o;
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|             }
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| 
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|             fixed4 frag (v2f i) : SV_Target
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|             {
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|                 fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias));  // original: tex2D(_MainTex, i.texcoord);
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|                 UNITY_APPLY_FOG(i.fogCoord, col);
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|                 return col;
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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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| }
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