Initial Commit
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Shader "Unlit/Hotspot"
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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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_Color("Color", COLOR) = (1,1,1,1)
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_Progress("Progress",Range(0,1)) = 0
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_Highlight("Highlight Strength",Range(0,1)) = 0
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_HighlightColor("Highlight Color", COLOR) = (1,1,1,1)
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_ShrinkLimit("Shrink Limit",float) = 0.227
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[Toggle(NORMALS_SHRINK)] _NormalsShrink("Shrink along normal", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent-10" }
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LOD 100
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Blend SrcAlpha 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_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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#pragma multi_compile_local __ NORMALS_SHRINK
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#include "UnityCG.cginc"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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#if NORMALS_SHRINK
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float3 normal : NORMAL;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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half4 _Color;
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half _Progress;
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half _Highlight;
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half4 _HighlightColor;
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half _ShrinkLimit;
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VertexOutput vert(VertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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#if NORMALS_SHRINK
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float2 radius = v.normal.xz;
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#else
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float2 radius = v.uv - float2(0.5, 0.5);
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radius = normalize(radius);
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_Progress = 1 - _Progress;
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#endif
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half2 shrink = radius * _Progress * _ShrinkLimit;
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v.vertex.xz += shrink;
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v.uv -= shrink;
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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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half4 frag(VertexOutput i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv) * _Color;
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col.rgb = lerp(col.rgb, _HighlightColor.rgb, _Highlight * _HighlightColor.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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