forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "DBV/Kristo/Editor/Blueprint"
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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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        _Transparency ("Transparency", Range(0,1)) = 0.5
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    }
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    SubShader
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    {
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        Tags { "RenderType"="Opaque" }
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        LOD 100
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        ZWrite Off
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        ZTest Always
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        Blend SrcAlpha OneMinusSrcAlpha
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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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            #pragma multi_compile_fog
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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 _Transparency;
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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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                UNITY_TRANSFER_FOG(o,o.vertex);
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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 = tex2D(_MainTex, i.uv);
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                // apply fog
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                UNITY_APPLY_FOG(i.fogCoord, col);
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                col.a = _Transparency;
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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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