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72 lines
1.3 KiB
72 lines
1.3 KiB
2 years ago
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#ifndef SPRITE_UNLIT_INCLUDED
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#define SPRITE_UNLIT_INCLUDED
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#include "ShaderShared.cginc"
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////////////////////////////////////////
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// Vertex structs
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//
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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#if defined(_FOG)
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UNITY_FOG_COORDS(1)
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#endif // _FOG
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UNITY_VERTEX_OUTPUT_STEREO
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};
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////////////////////////////////////////
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// Vertex program
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//
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VertexOutput vert(VertexInput input)
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{
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VertexOutput output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.pos = calculateLocalPos(input.vertex);
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output.texcoord = calculateTextureCoord(input.texcoord);
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output.color = calculateVertexColor(input.color);
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#if defined(_FOG)
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UNITY_TRANSFER_FOG(output,output.pos);
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#endif // _FOG
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return output;
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}
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////////////////////////////////////////
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// Fragment program
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//
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fixed4 frag(VertexOutput input) : SV_Target
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
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ALPHA_CLIP(texureColor, input.color)
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fixed4 pixel = calculatePixel(texureColor, input.color);
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COLORISE(pixel)
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APPLY_FOG(pixel, input)
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return pixel;
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}
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#endif // SPRITE_UNLIT_INCLUDED
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