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65 lines
1.1 KiB
Plaintext
65 lines
1.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/CreaseApply" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_HrDepthTex ("Base (RGB)", 2D) = "white" {}
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_LrDepthTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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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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sampler2D _HrDepthTex;
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sampler2D _LrDepthTex;
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uniform float4 _MainTex_TexelSize;
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uniform float intensity;
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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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.xy = v.texcoord.xy;
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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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float4 hrDepth = tex2D(_HrDepthTex, i.uv);
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float4 lrDepth = tex2D(_LrDepthTex, i.uv);
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hrDepth.a = DecodeFloatRGBA(hrDepth);
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lrDepth.a = DecodeFloatRGBA(lrDepth);
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float4 color = tex2D(_MainTex, i.uv);
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return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity);
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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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} |