130 lines
2.9 KiB
Plaintext
130 lines
2.9 KiB
Plaintext
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Shader "UI/Lit/Transparent"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_Specular ("Specular Color", Color) = (0,0,0,0)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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LOD 400
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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CGPROGRAM
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#pragma surface surf PPL alpha noshadow novertexlights nolightmap nofog vertex:vert
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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fixed4 color : COLOR;
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float3 normal : NORMAL;
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};
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struct Input
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{
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half2 uv_MainTex;
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fixed4 color : COLOR;
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float4 worldPosition;
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _Specular;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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void vert (inout appdata_t v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.worldPosition = v.vertex;
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v.vertex = o.worldPosition;
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v.color = v.color * _Color;
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 col = (tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd) * IN.color;
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o.Albedo = col.rgb;
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o.Alpha = col.a;
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o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (o.Alpha - 0.001);
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#endif
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}
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half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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{
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half3 nNormal = normalize(s.Normal);
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half shininess = s.Gloss * 250.0 + 4.0;
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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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// Phong shading model
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half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
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// Blinn-Phong shading model
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//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
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half diffuseFactor = max(0.0, dot(nNormal, lightDir));
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half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
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half4 c;
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c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
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c.rgb *= atten;
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c.a = s.Alpha;
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return c;
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}
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ENDCG
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}
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}
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