63 lines
1.5 KiB
Plaintext
63 lines
1.5 KiB
Plaintext
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Shader "Hidden/VolumetricFog2/DepthOnly"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_AlphaCutOff("Alpha CutOff", Float) = 0
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}
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SubShader
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{
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ColorMask 0
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ZWrite On
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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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#pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST
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#include "UnityCG.cginc"
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half _AlphaCutOff;
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sampler2D _MainTex;
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struct appdata
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{
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float4 vertex : POSITION;
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#if DEPTH_PREPASS_ALPHA_TEST
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float2 uv : TEXCOORD0;
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#endif
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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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#if DEPTH_PREPASS_ALPHA_TEST
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float2 uv : TEXCOORD0;
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#endif
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if DEPTH_PREPASS_ALPHA_TEST
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o.uv = v.uv;
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#endif
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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#if DEPTH_PREPASS_ALPHA_TEST
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half4 color = tex2D(_MainTex, i.uv);
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clip(color.a - _AlphaCutOff);
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#endif
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return 0;
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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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