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60 lines
1.0 KiB
Plaintext
60 lines
1.0 KiB
Plaintext
2 months ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/GlowCompose" {
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Properties {
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_Color ("Glow Amount", Color) = (1,1,1,1)
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_MainTex ("", 2D) = "white" {}
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}
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Category {
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ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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Blend One One
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Subshader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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half2 uv : TEXCOORD0;
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};
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float4 _MainTex_TexelSize;
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float4 _BlurOffsets;
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v2f vert (appdata_img 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 = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
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return o;
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}
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 frag( v2f i ) : COLOR
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{
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return 2.0f * _Color * tex2D( _MainTex, i.uv );
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}
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ENDCG
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}
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}
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SubShader {
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Pass {
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SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE}
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}
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}
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}
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Fallback off
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}
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