77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			77 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								Shader "UsayaLib/3D/Unlit/TextureStripes" {
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								    Properties {
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								        _MainTex ("Texture", 2D) = "white" {}
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								        _Color ("Texture Color", Color) = (1, 1, 1, 1)
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								        [KeywordEnum(Multiply, Additive)] _StripesBlendMode("Stripes Blend Mode", Int) = 0
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								        _StripesColor ("Stripes Color", Color) = (1, 1, 1, 1)
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								        _Slider ("Slider", float) = 0
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								        _Width ("Width", Range(0, 1)) = 0.5
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								        _Repeat ("Repeat", float) = 1
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								        _SlopeX ("SlopeX", float) = 1
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								        _SlopeY ("SlopeY", float) = 1
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								    }
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								    SubShader {
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								        Tags { "RenderType"="Opaque" }
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								        LOD 100
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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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								            #pragma multi_compile_fog
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								            #pragma multi_compile _STRIPESBLENDMODE_MULTIPLY _STRIPESBLENDMODE_ADDITIVE
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								            #include "UnityCG.cginc"
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								            struct appdata {
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								                float4 vertex : POSITION;
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								                float4 color : COLOR;
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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 color : COLOR;
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								                UNITY_FOG_COORDS(1)
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								                float4 vertex : SV_POSITION;
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								                float3 pos : TEXCOORD1;
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								            };
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								            sampler2D _MainTex;
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								            float4 _MainTex_ST;
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								            fixed4 _Color;
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								            fixed4 _StripesColor;
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								            float _Slider;
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								            float _Width;
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								            float _Repeat;
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								            float _SlopeX;
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								            float _SlopeY;
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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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								                o.color = v.color * _Color;
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								                UNITY_TRANSFER_FOG(o,o.vertex);
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								                o.pos = v.vertex;
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								                return o;
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								            }
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								            fixed4 frag(v2f i) : SV_Target {
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								                fixed4 color = tex2D(_MainTex, i.uv) * i.color;
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								                float2 pos = i.pos.xy * float2(_SlopeX, _SlopeY);
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								                float p = (pos.x - pos.y + _Slider) / _Repeat;
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								                float4 c = step(p - floor(p), _Width) * _StripesColor;
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								#ifdef _STRIPESBLENDMODE_ADDITIVE
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								                color.rgb += step(p - floor(p), _Width) * _StripesColor.rgb * _StripesColor.a;
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								#else
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								                color.rgb = color.rgb * (1 - c.a) + c.rgb * c.a;
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								#endif
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								                UNITY_APPLY_FOG(i.fogCoord, color);
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								                return color;
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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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