60 lines
963 B
Plaintext
60 lines
963 B
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/laserShader" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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v2f vert(appdata_full v) {
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = v.texcoord.xy;
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return o;
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}
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fixed4 frag( v2f i ) : COLOR {
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return tex2D (_MainTex, i.uv.xy) * _TintColor;
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}
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ENDCG
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SubShader {
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha One
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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 fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack Off
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}
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