63 lines
1.4 KiB
Plaintext
63 lines
1.4 KiB
Plaintext
Shader "KernelPanic/stencil"
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{
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Properties
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{
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[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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// Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
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Tags {"RenderType"="Opaque" "Queue"="Geometry"}
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Pass
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{
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Stencil
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{
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//Ref 1
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//Comp equal
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//Pass keep
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//ZFail keep
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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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#include "UnityCG.cginc"
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struct appdata
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{
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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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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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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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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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float4 c = tex2D(_MainTex, i.uv);
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return lerp(float4(1,0,0,0),float4(0,0,0,0),step(c.a,0.001));
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// return float4(1,1,1,1);
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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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