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Shader "Hidden/MicroSplatMeshPaintProjector"
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{
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Properties
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{
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_Tex ("Cookie", 2D) = "gray" {}
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}
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Subshader
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{
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Tags {"Queue"="Transparent"}
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Pass
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{
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ZWrite Off
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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Offset -1, -1
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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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struct v2f
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{
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float4 uvShadow : TEXCOORD0;
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float4 uvFalloff : TEXCOORD1;
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float4 pos : SV_POSITION;
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};
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float4x4 unity_Projector;
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float4x4 unity_ProjectorClip;
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fixed3 _BrushColor;
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v2f vert (float4 vertex : POSITION)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (vertex);
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o.uvShadow = mul (unity_Projector, vertex);
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o.uvFalloff = mul (unity_ProjectorClip, vertex);
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return o;
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}
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sampler2D _Tex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 p = tex2Dproj (_Tex, UNITY_PROJ_COORD(i.uvShadow));
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fixed edge = 1.0 - saturate(abs(p.r - 0.1) * 15);
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if (i.uvShadow.x <= 0 || i.uvShadow.y <= 0 || i.uvShadow.x >= 1 || i.uvShadow.y >= 1)
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{
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edge = 0;
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}
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edge *= 2;
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return fixed4(_BrushColor, edge);
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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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