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67 lines
1.4 KiB
67 lines
1.4 KiB
2 years ago
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Shader "Hidden/Spine/Bones" {
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Properties {
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_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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ColorMask RGB
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Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
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SubShader {
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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 multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _Color;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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// #ifdef SOFTPARTICLES_ON
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// float4 projPos : TEXCOORD1;
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// #endif
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// #ifdef SOFTPARTICLES_ON
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// o.projPos = ComputeScreenPos (o.vertex);
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// COMPUTE_EYEDEPTH(o.projPos.z);
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// #endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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fixed4 frag (v2f i) : SV_Target {
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return i.color * _Color * tex2D(_MainTex, i.texcoord);
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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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