64 lines
1.3 KiB
Plaintext
64 lines
1.3 KiB
Plaintext
Shader "Custom/LightRays" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Color1 ("Color1", Vector) = (0.1,1,1,1)
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_Color2 ("Color2", Vector) = (0,0.46,1,0)
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_Speed ("Speed", Range(0, 5)) = 0.5
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_Size ("Size", Range(1, 30)) = 15
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_Skew ("Skew", Range(-1, 1)) = 0.5
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_Shear ("Shear", Range(0, 5)) = 1
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_Fade ("Fade", Range(0, 1)) = 1
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_Contrast ("Contrast", Range(0, 50)) = 1
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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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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);
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}
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ENDHLSL
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}
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}
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} |