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104
Assets/Plugins/vInspector/VInspectorAssetPreview.shader
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104
Assets/Plugins/vInspector/VInspectorAssetPreview.shader
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Shader "Hidden/VInspectorAssetPreview"
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{
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Properties
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{
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_MainTex ("Texture", Any) = "white" {}
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[HDR] _Color ("Tint", Color) = (1,1,1,1)
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}
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CGINCLUDE
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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 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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float2 clipUV : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _GUIClipTexture;
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bool _ManualTex2SRGB;
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float4 _MainTex_ST;
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float4 _Color;
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float4x4 unity_GUIClipTextureMatrix;
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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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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 eyePos = UnityObjectToViewPos(v.vertex);
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o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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o.texcoord = TRANSFORM_TEX(v.texcoord,_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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float4 c = tex2D(_MainTex, i.texcoord);
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#ifndef UNITY_COLORSPACE_GAMMA
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c.rgb = LinearToGammaSpace(c.rgb);
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#endif
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#ifndef UNITY_COLORSPACE_GAMMA
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float backgroundGreyscale = 0.32178620999; // linear
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#else
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float backgroundGreyscale = 0.32156862319; // gamma
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#endif
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if(c.r == c.g && c.r == c.b && c.a == 1)
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if(c.r == backgroundGreyscale)
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c = float4(backgroundGreyscale, backgroundGreyscale, backgroundGreyscale, 0);
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c *= _Color;
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c.a *= tex2D(_GUIClipTexture, i.clipUV).a;
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return c;
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}
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ENDCG
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SubShader
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{
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Blend SrcAlpha OneMinusSrcAlpha, One One
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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ENDCG
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}
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}
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SubShader
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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ENDCG
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}
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}
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}
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