UniversalViewer/Assets/KF3/Shader/PRD_Cheek.shader

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Shader "PRD/CheekV2"
{
Properties
{
_BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Color) = (1,1,1,1)
[MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1
}
SubShader
{
Tags
{
"IGNOREPROJECTOR" = "true"
"QUEUE" = "Transparent"
"RenderType" = "Transparent"
}
Pass // ind: 1, name:
{
Tags
{
"IGNOREPROJECTOR" = "true"
"LIGHTMODE" = "FORWARDBASE"
"QUEUE" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
// m_ProgramMask = 6
CGPROGRAM
//#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define CODE_BLOCK_VERTEX
//uniform float4x4 unity_ObjectToWorld;
//uniform float4x4 unity_MatrixVP;
uniform float4 _LightColor0;
uniform float4 _BaseColor;
uniform float _Is_LightColor_Base;
uniform float _Alpha;
uniform float _Camouflage;
uniform sampler2D _BaseMap;
struct appdata_t
{
float4 vertex :POSITION0;
float2 texcoord :TEXCOORD0;
};
struct OUT_Data_Vert
{
float2 texcoord :TEXCOORD0;
float4 vertex :SV_POSITION;
};
struct v2f
{
float2 texcoord :TEXCOORD0;
};
struct OUT_Data_Frag
{
float4 color :SV_Target0;
};
float4 u_xlat0;
float4 u_xlat1;
OUT_Data_Vert vert(appdata_t in_v)
{
OUT_Data_Vert out_v;
out_v.vertex = UnityObjectToClipPos(in_v.vertex);
out_v.texcoord.xy = in_v.texcoord.xy;
return out_v;
}
#define CODE_BLOCK_FRAGMENT
float u_xlat0_d;
float4 u_xlat16_1;
float4 u_xlat10_1;
float3 u_xlat16_2;
float u_xlat3;
int u_xlatb3;
OUT_Data_Frag frag(v2f in_f)
{
OUT_Data_Frag out_f;
u_xlat0_d = ((-_Camouflage) + 1);
u_xlat0_d = (u_xlat0_d * _Alpha);
u_xlatb3 = (0.649999976>=_Camouflage);
u_xlat3 = (u_xlatb3)?(1):(float(0));
u_xlat0_d = (u_xlat3 * u_xlat0_d);
u_xlat10_1 = tex2D(_BaseMap, in_f.texcoord.xy);
u_xlat16_1 = (u_xlat10_1 * _BaseColor);
u_xlat0_d = (u_xlat0_d * u_xlat16_1.w);
out_f.color.w = u_xlat0_d;
u_xlat16_2.xyz = ((u_xlat16_1.xyz * _LightColor0.xyz) + (-u_xlat16_1.xyz));
out_f.color.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat16_2.xyz) + u_xlat16_1.xyz);
return out_f;
}
ENDCG
} // end phase
}
FallBack Off
}