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63 lines
1.1 KiB
Plaintext
63 lines
1.1 KiB
Plaintext
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4 years ago
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Shader "QO/Sprite"
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{
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Properties
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{
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_MainTex ("Base (RGBA)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_UVWH ("UVWH", Vector) = (0,0,1,1)
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}
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SubShader
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{
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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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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half4 _Color;
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float4 _UVWH;
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struct appdata_t
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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float2 uv_2 = _UVWH.xy;
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float2 wh_1 = _UVWH.zw;
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o.color = v.color;
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o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
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o.texcoord = ((v.texcoord * wh_1) + uv_2);
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return o;
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}
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half4 frag (v2f IN) : COLOR
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{
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float4 tex = tex2D(_MainTex, IN.texcoord);
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float4 tmpvar_1 = (tex * _Color);
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return tmpvar_1;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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