47 lines
1.2 KiB
Plaintext
47 lines
1.2 KiB
Plaintext
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Shader "Hidden/Internal-Halo" {
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SubShader {
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Tags {"RenderType"="Overlay"}
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ZWrite off Cull off // NOTE: 'Cull off' is important as the halo meshes flip handedness each time... BUG: #1220
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Blend OneMinusDstColor One
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ColorMask RGB
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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 target 2.0
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _HaloFalloff;
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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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UNITY_FOG_COORDS(1)
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};
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float4 _HaloFalloff_ST;
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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,_HaloFalloff);
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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 frag (v2f i) : SV_Target
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{
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fixed a = tex2D(_HaloFalloff, i.texcoord).a;
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fixed4 col = fixed4 (i.color.rgb * a, a);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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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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