42 lines
908 B
HLSL
42 lines
908 B
HLSL
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#ifndef UNIVERSAL_FALLBACK_2D_INCLUDED
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#define UNIVERSAL_FALLBACK_2D_INCLUDED
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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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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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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half2 uv = input.uv;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef _ALPHAPREMULTIPLY_ON
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color *= alpha;
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#endif
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return half4(color, alpha);
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}
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#endif
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