67 lines
1.1 KiB
Plaintext
67 lines
1.1 KiB
Plaintext
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Shader "AwesomeTechnologies/Billboards/RenderDiffuseAtlasSpeedtree"
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{
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Properties
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{
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Cutoff("Cutoff" , Range(0,1)) = 0.5
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_ShowAlpha ("display name", Int) = 0
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Cull Off
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Pass
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{
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CGPROGRAM
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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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sampler2D _MainTex;
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float _Cutoff;
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int _ShowAlpha;
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fixed4 _Color;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 n : TEXCOORD1;
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float4 color : COLOR0;
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.n = mul(UNITY_MATRIX_V,float4(v.normal.xyz,0)).xyz;
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//o.n = float3 (0, 1, 0);
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o.color = v.color;
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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half4 c = tex2D (_MainTex, i.uv);
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clip(c.a-_Cutoff);
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c.rgb *= i.color.r;
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if (_ShowAlpha > 0)
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{
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c.rgb = float3(1,0,0);
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}
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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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Fallback "VertexLit"
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}
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