68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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								// Gradational shader
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								Shader "UsayaLib/3D/Unlit/LerpTextureTransparent" {
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								    Properties {
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								        _MainTex("Main Texture", 2D) = "white" {}
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								        _MainColor ("Main Color", Color) = (1,1,1,1)
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								        _SubTex ("Sub Texture", 2D) = "white" {}
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								        _SubColor ("Sub Color", Color) = (1,1,1,1)
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								        _TexLerp ("Texture Lerp", Range (0.0, 1.0)) = 0
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								    }
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								    SubShader {
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								        Tags {
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								            "RenderType" = "Transparent"
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								            "Queue" = "Transparent"
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								        }
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								        Blend SrcAlpha OneMinusSrcAlpha
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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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								            struct VertexInput {
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								                float4 color    : COLOR;
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								                float4 pos: POSITION;
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								                float2 uv: TEXCOORD0;
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								            };
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								            struct VertexOutput {
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								                fixed4 color : COLOR0;
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								                float4 v: SV_POSITION;
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								                float2 uv: TEXCOORD0;
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								            };
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								            fixed4 _MainColor;
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								            fixed4 _SubColor;
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								            float _TexLerp;
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								            // Vertex shader
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								            VertexOutput vert(VertexInput input) {
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								                VertexOutput output;
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								                output.v = UnityObjectToClipPos(input.pos);
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								                output.uv = input.uv;
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								                output.color = (_MainColor * (1.0 - _TexLerp) + _SubColor * _TexLerp) * input.color;
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								                return output;
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								            }
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								            sampler2D _MainTex;
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								            sampler2D _SubTex;
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								            // Pixel shader
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								            fixed4 frag(VertexOutput output) : SV_Target {
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								                fixed4 col, tex, subTex;
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								                tex = tex2D(_MainTex, output.uv);
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								                subTex = tex2D(_SubTex, output.uv);
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								                col.rgba = (tex.rgba * (1.0 - _TexLerp) + subTex.rgba * _TexLerp) * output.color;
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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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