备份CatanBuilding瘦身独立工程
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Shader "CW/RimAlpha"
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{
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Properties
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{
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_MainTex("Main Tex", 2D) = "white" {}
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_Color("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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Tags
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{
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"Queue" = "Transparent"
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"PreviewType" = "Sphere"
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"DisableBatching" = "True"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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struct a2v
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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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 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float3 direction : TEXCOORD2;
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float4 color : COLOR;
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};
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struct f2g
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{
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float4 color : SV_TARGET;
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};
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void Vert(a2v i, out v2f o)
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{
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o.vertex = UnityObjectToClipPos(i.vertex);
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o.uv = TRANSFORM_TEX(i.texcoord0, _MainTex);
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o.normal = mul((float3x3)unity_ObjectToWorld, i.normal);
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o.direction = _WorldSpaceCameraPos - mul(unity_ObjectToWorld, i.vertex).xyz;
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o.color = i.color * _Color;
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}
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void Frag(v2f i, out f2g o)
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{
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o.color = tex2D(_MainTex, i.uv) * i.color;
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}
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ENDCG
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} // Pass
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} // SubShader
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} // Shader
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