ECM2
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63
Assets/RapidIcon/Shaders/PostProcessing/Mask.shader
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63
Assets/RapidIcon/Shaders/PostProcessing/Mask.shader
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Shader "RapidIcon/PostProcessing/Mask" {
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Properties{
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[NoScaleOffset]
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[MainTexture]
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_MainTex("Tex", 2D) = "black" {}
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[NoScaleOffset]
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_MaskTex("Mask", 2D) = "white" {}
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[Toggle]
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_UseLuminance("Use Luminance", Int) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _MaskTex;
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int _UseLuminance;
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fixed4 frag(v2f_img i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed3 maskCol = tex2D(_MaskTex, i.uv).rgb;
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if (_UseLuminance == 1)
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{
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fixed maskLum = Luminance(maskCol).r;
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col *= maskLum;
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}
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else
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{
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fixed maskLum = maskCol.r;
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col *= maskLum;
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}
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return col;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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