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62 lines
1.2 KiB
62 lines
1.2 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/LensFlareCreate" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv[4] : TEXCOORD0; |
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}; |
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fixed4 colorA; |
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fixed4 colorB; |
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fixed4 colorC; |
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fixed4 colorD; |
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sampler2D _MainTex; |
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v2f vert( appdata_img v ) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; |
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o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; |
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o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; |
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o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; |
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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 = float4 (0,0,0,0); |
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color += tex2D(_MainTex, i.uv[0] ) * colorA; |
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color += tex2D(_MainTex, i.uv[1] ) * colorB; |
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color += tex2D(_MainTex, i.uv[2] ) * colorC; |
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color += tex2D(_MainTex, i.uv[3] ) * colorD; |
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return color; |
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} |
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ENDCG |
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Subshader { |
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Blend One One |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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