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| author | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
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| committer | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
| commit | eb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch) | |
| tree | efd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader | |
| download | unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.gz unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.bz2 unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.zip | |
move to self host
Diffstat (limited to 'VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader')
| -rw-r--r-- | VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader b/VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader new file mode 100644 index 00000000..dbb62e41 --- /dev/null +++ b/VRCSDK3Worlds/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader @@ -0,0 +1,64 @@ +// +// Used by Texture packer fast. It ignores fog and renders the alpha channel of source textures. + +Shader "MeshBaker/Unlit/UnlitWithAlpha" { +Properties { + _MainTex ("Base (RGBA)", 2D) = "white" {} + [Toggle(_SWIZZLE_NORMAL_CHANNELS_NM)] _SwizzleNormalMapChannelsNM("_SwizzleNormalMapChannelsNM", Float) = 0 +} + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_fog + #pragma shader_feature _SWIZZLE_NORMAL_CHANNELS_NM + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float4 col = tex2D(_MainTex, i.texcoord); + +#ifdef _SWIZZLE_NORMAL_CHANNELS_NM + float3 normal = UnpackNormal(tex2D(_MainTex, i.texcoord)); + float3 packedNormal = saturate(normalize(normal) * .5 + .5); + col = float4(packedNormal, 1); +#endif + return col; + } + ENDCG + } +} + +} |