forked from BilalY/Rasagar
62 lines
1.3 KiB
Plaintext
62 lines
1.3 KiB
Plaintext
Shader "Hidden/ProBuilder/TransparentOverlay"
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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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}
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SubShader
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{
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Tags { "IgnoreProjector"="True" "RenderType"="Transparent" "Queue"="Transparent" }
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Lighting Off
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ZTest LEqual
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ZWrite On
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata 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.texcoord0.xy;
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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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return tex2D(_MainTex, i.uv) * i.color;
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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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