forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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@@ -0,0 +1,60 @@
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//clang-format off
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Shader "Unlit/PassthroughShadow"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Alpha("Alpha", Float) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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ZTest Always
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha, One One
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BlendOp Add, Max
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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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struct appdata
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{
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float4 vertex : POSITION;
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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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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Alpha;
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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.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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// sample the texture
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fixed4 col = 1.0 - tex2D(_MainTex, i.uv);
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return float4(0, 0, 0, (1.0f - col.x * col.x * col.x * col.x) * _Alpha);
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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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