120 lines
5.3 KiB
GLSL
120 lines
5.3 KiB
GLSL
Shader "HDRP/Unlit" {
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Properties {
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_UnlitColor ("Color", Vector) = (1,1,1,1)
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_UnlitColorMap ("ColorMap", 2D) = "white" {}
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[HideInInspector] _AlphaRemapMin ("AlphaRemapMin", Float) = 0
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[HideInInspector] _AlphaRemapMax ("AlphaRemapMax", Float) = 1
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[HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1)
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_EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {}
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[HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1)
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[ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0
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[HideInInspector] _EmissiveIntensityUnit ("Emissive Mode", Float) = 0
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[ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0
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_EmissiveIntensity ("Emissive Intensity", Float) = 1
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_EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1
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_DistortionVectorMap ("DistortionVectorMap", 2D) = "black" {}
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[ToggleUI] _DistortionEnable ("Enable Distortion", Float) = 0
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[ToggleUI] _DistortionOnly ("Distortion Only", Float) = 0
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[ToggleUI] _DistortionDepthTest ("Distortion Depth Test Enable", Float) = 1
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[Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode ("Distortion Blend Mode", Float) = 0
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[HideInInspector] _DistortionSrcBlend ("Distortion Blend Src", Float) = 0
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[HideInInspector] _DistortionDstBlend ("Distortion Blend Dst", Float) = 0
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[HideInInspector] _DistortionBlurSrcBlend ("Distortion Blur Blend Src", Float) = 0
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[HideInInspector] _DistortionBlurDstBlend ("Distortion Blur Blend Dst", Float) = 0
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[HideInInspector] _DistortionBlurBlendMode ("Distortion Blur Blend Mode", Float) = 0
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_DistortionScale ("Distortion Scale", Float) = 1
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_DistortionVectorScale ("Distortion Vector Scale", Float) = 2
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_DistortionVectorBias ("Distortion Vector Bias", Float) = -1
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_DistortionBlurScale ("Distortion Blur Scale", Float) = 1
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_DistortionBlurRemapMin ("DistortionBlurRemapMin", Float) = 0
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_DistortionBlurRemapMax ("DistortionBlurRemapMax", Float) = 1
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[ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0
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_AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
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_TransparentSortPriority ("_TransparentSortPriority", Float) = 0
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_SurfaceType ("__surfacetype", Float) = 0
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_BlendMode ("__blendmode", Float) = 0
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[HideInInspector] _SrcBlend ("__src", Float) = 1
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[HideInInspector] _DstBlend ("__dst", Float) = 0
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[HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1
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[HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0
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[ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1
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[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
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[HideInInspector] _CullMode ("__cullmode", Float) = 2
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[Enum(UnityEngine.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2
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[Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2
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[HideInInspector] _ZTestModeDistortion ("_ZTestModeDistortion", Float) = 8
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4
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[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
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[ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 0
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[ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0
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[Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0
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[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
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[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
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[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
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[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
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[HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32
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[HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32
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[ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
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[HideInInspector] _StencilRefDistortionVec ("_StencilRefDistortionVec", Float) = 2
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[HideInInspector] _StencilWriteMaskDistortionVec ("_StencilWriteMaskDistortionVec", Float) = 2
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_EmissionColor ("Color", Vector) = (1,1,1,1)
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[HideInInspector] _IncludeIndirectLighting ("_IncludeIndirectLighting", Float) = 1
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[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
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[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
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[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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float4 _MainTex_ST;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Vertex_Stage_Output
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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float4 _Color;
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struct Fragment_Stage_Input
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{
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float2 uv : TEXCOORD0;
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};
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/HDRP/FallbackError"
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//CustomEditor "Rendering.HighDefinition.UnlitGUI"
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} |