67 lines
1.7 KiB
Text
67 lines
1.7 KiB
Text
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Shader "Depth Mask/MaskOverlayNV" {
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Properties {
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_Color ("Main Color", Vector) = (1,1,1,1)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_Radius ("Vignetting radius", Float) = 0.7
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_Softness ("Vignetting softness", Float) = 0.3
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}
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SubShader {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+10" "RenderType" = "Transparent" }
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Pass {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+10" "RenderType" = "Transparent" }
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Blend SrcColor OneMinusSrcAlpha, SrcColor OneMinusSrcAlpha
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ColorMask RGB
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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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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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float4 var = UnityObjectToClipPos(v.vertex);
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float4 var2 = (var * 0.5);
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float2 var3;
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var3.x = var2.x;
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var3.y = (var2.y * _ProjectionParams.x);
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v2f o;
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o.vertex = var;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.texcoord1 = (var3 + var2.w);
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return o;
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}
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sampler2D _MainTex;
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fixed4 _Color;
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float _Radius;
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float _Softness;
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 var = (tex2D(_MainTex, i.texcoord) * _Color);
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float2 var2 = (i.texcoord1 - 0.5);
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float var3 = clamp(((
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sqrt(dot(var2, var2))
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- _Radius) / (
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(_Radius - _Softness)
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- _Radius)), 0.0, 1.0);
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float3 var4 = lerp(var.xyz, (var.xyz * (var3 *
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(var3 * (3.0 - (2.0 * var3)))
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)), float3(0.5, 0.5, 0.5));
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fixed4 var5;
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var5.w = var.w;
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var5.xyz = var4;
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return var5;
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}
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ENDCG
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}
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}
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}
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