补齐备份工程打开依赖
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// WaterCausticsModules
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// Copyright (c) 2021 Masataka Hakozaki
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Shader "Hidden/WaterCausticsModules/UIRawImagePreview" {
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Properties {
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_MainTex ("Texture", 2D) = "Black" { }
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}
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SubShader {
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest Always
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Pass {
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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 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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float4 col;
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col.rgb = tex2D(_MainTex, i.uv).rgb;
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col.a = 1;
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return col;
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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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