63 lines
1.0 KiB
Plaintext
63 lines
1.0 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/additive" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
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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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half4 _MainTex_ST;
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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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fixed4 vertexColor : COLOR;
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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 = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.vertexColor = v.color * _TintColor;
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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) * i.vertexColor;
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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 One 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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