forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Unlit shader. Simplest possible textured 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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Shader "Unlit/Texture MMBias" {
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Properties {
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    _MainTex ("Base (RGB)", 2D) = "white" {}
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	_MainTexMMBias("Base MipMap Bias", Float) = 0.0
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}
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SubShader {
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    Tags { "RenderType"="Opaque" }
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    LOD 100
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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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            #include "UnityCG.cginc"
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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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            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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            sampler2D _MainTex;
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            float4 _MainTex_ST;
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            half _MainTexMMBias;
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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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            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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                UNITY_OPAQUE_ALPHA(col.a);
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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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