61 lines
1.5 KiB
Plaintext
61 lines
1.5 KiB
Plaintext
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Shader "Custom/ExplodingSprite"
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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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_Intensity ("Intensity", Float) = 1
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}
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SubShader
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{
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Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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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 _ PIXELSNAP_ON
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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Intensity;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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col.r = min(1, col.r + _Intensity);
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col.g = min(1, col.g + _Intensity);
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col.b = min(1, col.b + _Intensity);
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col.rgb *= col.a;
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return col;
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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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