132 lines
2.7 KiB
Plaintext
132 lines
2.7 KiB
Plaintext
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/*
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Renders doubled sides objects without lighting. Useful for
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grass, trees or foliage.
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This shader renders two passes for all geometry, one
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for opaque parts and one with semitransparent details.
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This makes it possible to render transparent objects
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like grass without them being sorted by depth.
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*/
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Shader "Legacy Shaders/Transparent/Cutout/Soft Edge Unlit" {
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Properties {
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_Color ("Main Color", Color) = (1, 1, 1, 1)
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
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Lighting off
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// Render both front and back facing polygons.
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Cull Off
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// first pass:
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// render any pixels that are more than [_Cutoff] opaque
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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_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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float4 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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UNITY_FOG_COORDS(1)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Cutoff;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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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 _Color;
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fixed4 frag (v2f i) : SV_Target
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{
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half4 col = _Color * tex2D(_MainTex, i.texcoord);
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clip(col.a - _Cutoff);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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// Second pass:
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// render the semitransparent details.
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Pass {
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Tags { "RequireOption" = "SoftVegetation" }
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// Dont write to the depth buffer
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ZWrite off
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// Set up alpha blending
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Blend SrcAlpha OneMinusSrcAlpha
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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_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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float4 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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UNITY_FOG_COORDS(1)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Cutoff;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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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 _Color;
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fixed4 frag (v2f i) : SV_Target
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{
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half4 col = _Color * tex2D(_MainTex, i.texcoord);
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clip(-(col.a - _Cutoff));
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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