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August 25, 2020 19:37
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| Shader "DRL/Default-Opaque" { | |
| Properties { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| // Parm templates | |
| // [HDR] _Color ("Color", Color) = (.1, .5, 1, 1) | |
| // [PowerSlider(3.333333)] _PowerParm ("Logarithmic parm", Range(0, 10)) = 1 | |
| // _VectorParm ("Vector parm", Vector) = (0.5, 1, 1, 0) | |
| // [DropdownKeywords(No, One, 1, Two, 2)] Dropdown_mode ("Mode parm", Int) = 0 | |
| // [ToggleLeft(DRL_KW_3)] Checkbox_mode ("Toggle parm", Int) = 1 | |
| [Space] [Header(Shader Blending)] | |
| [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Int) = 0 | |
| [Enum(None,0,Alpha,1,RGB,14,RGBA,15)] _ColorMask ("out Color Mask", Float) = 15 | |
| [Enum(Off, 0, On, 1)] _zWrite ("Z-Write", Int) = 1 | |
| [Enum(UnityEngine.Rendering.CompareFunction)] _zTest ("Z-Test", Int) = 2 | |
| } | |
| CGINCLUDE | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| // #pragma multi_compile _ DRL_AZAZA | |
| // #pragma shader_feature _ DRL_KW_1 DRL_KW_2 | |
| // #pragma shader_feature _ DRL_KW_3 | |
| #include "UnityCG.cginc" | |
| struct appdata { | |
| float3 vertex : POSITION; | |
| half2 tex0 : TEXCOORD0; | |
| }; | |
| struct v2f { | |
| float4 pos : SV_POSITION; | |
| half2 mainUVs : TEXCOORD0; | |
| }; | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| o.pos = UnityObjectToClipPos(v.vertex); | |
| o.mainUVs = v.tex0; | |
| return o; | |
| } | |
| sampler2D _MainTex; | |
| fixed4 frag (v2f i) : SV_Target | |
| { | |
| fixed4 clr = tex2D(_MainTex, i.mainUVs); | |
| return clr; | |
| } | |
| ENDCG | |
| Category { | |
| Tags { | |
| // "PreviewType"="Plane" | |
| "RenderType"="Opaque" | |
| "IgnoreProjector"="True" | |
| "ForceNoShadowCasting"="True" | |
| } | |
| ColorMask [_ColorMask] | |
| Cull [_Cull] | |
| ZTest [_zTest] | |
| ZWrite [_zWrite] | |
| Lighting Off | |
| SubShader { Pass { | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| ENDCG | |
| } } | |
| SubShader { Pass { | |
| CGPROGRAM | |
| // default shader target. Presumably, 2.5 | |
| ENDCG | |
| } } | |
| SubShader { Pass { | |
| CGPROGRAM | |
| #pragma target 2.0 | |
| ENDCG | |
| } } | |
| } | |
| // CustomEditor "DRL_ShadersGUI.Editor.ClearingKeywords" | |
| FallBack Off | |
| } |
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