// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "ApcShader/XRayEffect"
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{
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Properties
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{
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_MainTex("Base 2D", 2D) = "white"{}
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_XRayColor("XRay Color", Color) = (0.11,0.4,0.81,1)
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}
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SubShader
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{
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Tags{ "Queue" = "Geometry+100" "RenderType" = "Opaque" }
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//渲染X光效果的Pass
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Pass
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{
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Blend SrcAlpha One
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ZWrite Off
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ZTest Greater
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CGPROGRAM
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#include "Lighting.cginc"
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fixed4 _XRayColor;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 normal : normal;
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float3 viewDir : TEXCOORD0;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.viewDir = ObjSpaceViewDir(v.vertex);
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o.normal = v.normal;
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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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float3 normal = normalize(i.normal);
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float3 viewDir = normalize(i.viewDir);
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float rim = 1 - dot(normal, viewDir);
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return _XRayColor * rim;
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}
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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//正常渲染的Pass
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Pass
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{
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ZWrite On
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CGPROGRAM
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#include "Lighting.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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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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half4 col = tex2D(_MainTex, i.uv);
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clip(col.a - 0.05);
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return col;
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}
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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