122 lines
2.6 KiB
Plaintext
122 lines
2.6 KiB
Plaintext
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Internal-DebugPattern"
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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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}
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CGINCLUDE
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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 position : SV_POSITION;
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};
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sampler2D _MainTex;
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v2f vert(appdata v)
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{
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v2f o;
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o.uv = v.uv;
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o.position = UnityObjectToClipPos(v.vertex);
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return o;
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}
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ENDCG
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SubShader
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{
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ZTest Always
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Pass
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{
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ZWrite On
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Name "Target Color and DepthStencil"
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Stencil
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{
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Ref 255
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Comp Always
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Pass Replace
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}
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CGPROGRAM
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struct fragOut
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{
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fixed4 color : SV_Target0;
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float depth : SV_Depth;
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};
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fragOut frag(v2f i)
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{
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fragOut o;
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o.color = tex2D(_MainTex, i.uv);
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clip(o.color < 0.5 ? -1.0 : 1.0);
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#if defined(UNITY_REVERSED_Z)
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o.depth = o.color;
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#else
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o.depth = 1.0 - o.color;
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#endif
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return o;
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}
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ENDCG
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}
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Pass
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{
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ZWrite Off
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Name "Target only Color"
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CGPROGRAM
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struct fragOut
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{
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fixed4 color : SV_Target0;
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};
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fragOut frag(v2f i)
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{
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fragOut o;
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o.color = tex2D(_MainTex, i.uv);
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return o;
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}
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ENDCG
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}
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Pass
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{
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ZWrite On
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Name "Target only DepthStencil"
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Stencil
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{
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Ref 255
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Comp Always
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Pass Replace
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}
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CGPROGRAM
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struct fragOut
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{
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float depth : SV_Depth;
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};
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fragOut frag(v2f i)
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{
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fragOut o;
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fixed4 depth = tex2D(_MainTex, i.uv);
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clip(depth.x < 0.5 ? -1.0 : 1.0);
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#if defined(UNITY_REVERSED_Z)
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o.depth = depth;
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#else
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o.depth = 1.0 - depth;
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#endif
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return o;
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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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