59 lines
1.6 KiB
Plaintext
59 lines
1.6 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Procedural Worlds/GeNa/BlitCopy"
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{
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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_Color("Multiplicative color", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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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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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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uniform float4 _MainTex_ST;
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uniform float4 _Color;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord) * _Color;
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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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} |