93 lines
1.5 KiB
Plaintext
93 lines
1.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/Depth Modulated (No Transparent Overlap)"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1, 1, 1, 1)
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_BackColor("Color Behind Objects", Color) = (0.5,0.5,0.5,1)
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_Alpha("Total Alpha (Transparency)", Float) = 1.0
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}
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SubShader
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{
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Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" }
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CGINCLUDE
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _BackColor;
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fixed _Alpha;
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v2f vert(appdata 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.uv = v.uv;
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return o;
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}
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ENDCG
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest Greater
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ZWrite Off
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Stencil {
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Ref 0
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Comp Equal
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Pass IncrSat
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}
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CGPROGRAM
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * _BackColor;
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col.a *= _Alpha;
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return col;
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}
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ENDCG
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}
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Stencil{
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Ref 0
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Comp Equal
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Pass IncrSat
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}
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CGPROGRAM
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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col.a *= _Alpha;
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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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