2023-10-09 00:51:40 +08:00
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Shader "FateShader3Compatible" {
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Properties{
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_Alpha("Alpha", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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_AddColor ("Add Color", Color) = (0,0,0,0)
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_MainTex ("Base (RGBA)", 2D) = "white" { }
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_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
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}
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SubShader{
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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Pass //Opaque Character
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{
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION0;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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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 : POSITION0;
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float4 color : COLOR0;
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};
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sampler2D _MainTex;
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2024-04-29 17:25:39 +08:00
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float4 _MainTex_ST;
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2023-10-09 00:51:40 +08:00
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sampler2D _Alpha;
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fixed4 _Color;
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fixed4 _AddColor;
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float4 u_xlat0;
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float4 u_xlat1;
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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.color = v.color;
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2024-04-29 17:25:39 +08:00
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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2023-10-09 00:51:40 +08:00
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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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fixed4 alph = tex2D(_Alpha, i.uv);
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col.a *= alph.r;
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col = _Color * col + _AddColor;
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clip(col.a - 0.99);
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return col;
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}
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ENDCG
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}
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Pass //ADD COLORS
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{
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Cull Off // make double sided
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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2024-04-29 17:25:39 +08:00
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float4 _MainTex_ST;
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2023-10-09 00:51:40 +08:00
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sampler2D _Alpha;
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fixed4 _ColorTint;
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float _Cutoff;
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float4 u_xlat0;
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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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2024-04-29 17:25:39 +08:00
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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2023-10-09 00:51:40 +08:00
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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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fixed4 alph = tex2D(_Alpha, i.uv);
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col.a *= alph.r;
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clip(col.a - (1-_Cutoff));
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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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