Initial Commit
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Shader "Unlit/TransparentVertexTexture"
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{
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Properties
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{
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_Color("Color",COLOR) = (1,1,1,1)
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_FadeLimit("Fade Limit",VECTOR) = (0,0,1,1)
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_FadeSign("Fade Sign",Range(-1,1)) = 1
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_Fade("Fade",Range(0,1)) = 1
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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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_OffsetFactor("Offset Factor", float) = 0
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_OffsetUnits("Offset Units", float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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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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Offset[_OffsetFactor],[_OffsetUnits]
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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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#include "UnityCG.cginc"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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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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float4 vertex : SV_POSITION;
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float4 color : TEXCOORD1;
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float2 uv : TEXCOORD0;
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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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half4 _Color;
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half4 _FadeLimit;
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half _FadeSign;
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half _Fade;
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half _Highlight;
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half4 _HighlightColor;
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float _OffsetFactor;
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float _OffsetUnits;
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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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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = lerp(v.color * _Color, _HighlightColor, _Highlight);
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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 color = i.color;
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half lowLimit = smoothstep(_FadeLimit.x, _FadeLimit.y, i.uv.y);
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half highLimit = smoothstep(_FadeLimit.z, _FadeLimit.w, i.uv.y);
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color.a *= saturate(lowLimit - _FadeSign * highLimit) * _Fade;
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return color;
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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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